diff --git a/source/src/rendergl.cpp b/source/src/rendergl.cpp index be109cda..252ac048 100644 --- a/source/src/rendergl.cpp +++ b/source/src/rendergl.cpp @@ -821,23 +821,19 @@ void drawminimap(int w, int h) camera1->o.x = clmapdims.xm; camera1->o.y = clmapdims.ym; - //float gdim = max(mapdims.xspan, mapdims.yspan)+2.0f; //make 1 cube smaller to give it a black edge - float gdim = max(clmapdims.xspan, clmapdims.yspan); //no border + float gdim = max(clmapdims.xspan, clmapdims.yspan); if(gdim < 1) gdim = ssize/2.0f; camera1->o.z = clmapdims.maxceil + 1; camera1->pitch = -90; camera1->yaw = 0; - //float orthd = 2 + gdim/2; - //glViewport(2, 2, size-4, size-4); // !not wsize here - float orthd = gdim/2.0f; - glViewport(0, 0, size, size); // !not wsize here + glViewport(0, 0, size, size); glClearDepth(0.0); glClearColor(0, 0, 0, 0); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // stencil added 2010jul22 + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-orthd, orthd, -orthd, orthd, 0, (clmapdims.maxceil - clmapdims.minfloor) + 2); // depth of map +2 covered @@ -987,14 +983,14 @@ void readmatrices() invmvpmatrix.invert(mvpmatrix); } -// stupid function to cater for stupid ATI linux drivers that return incorrect depth values +// stupid function to cater to stupid ATI linux drivers that return incorrect depth values float depthcorrect(float d) { return (d<=1/256.0f) ? d*256 : d; } -// find out the 3d target of the crosshair in the world easily and very acurately. +// find out the 3d target of the crosshair in the world easily and very accurately. // sadly many very old cards and drivers appear to fuck up on glReadPixels() and give false // coordinates, making shooting and such impossible. // also hits map entities which is unwanted. @@ -1125,9 +1121,7 @@ void gl_drawframe(int w, int h, float changelod, float curfps, int elapsed) renderbounceents(); endmodelbatches(); - // Added by Rick: Need todo here because of drawing the waypoints - WaypointClass.Think(); - // end add + WaypointClass.Think();// Rick: Need to do here because of drawing the waypoints drawhudgun();