diff --git a/source/src/renderhud.cpp b/source/src/renderhud.cpp index edd543c1..f9ee0a90 100644 --- a/source/src/renderhud.cpp +++ b/source/src/renderhud.cpp @@ -89,37 +89,35 @@ void drawscope() glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); static Texture *scopetex = NULL; if(!scopetex) scopetex = textureload("packages/misc/scope.png", 3); - glBindTexture(GL_TEXTURE_2D, scopetex->id); - glBegin(GL_QUADS); - glColor3ub(255,255,255); // figure out the bounds of the scope given the desired aspect ratio float w = min(scopeaspect*VIRTH, float(VIRTW)), x1 = VIRTW/2 - w/2, x2 = VIRTW/2 + w/2; - + float s1 = VIRTW/16, s2 = VIRTH/24; + glDisable(GL_BLEND); + glBegin(GL_QUADS); + glColor3ub( 0, 0, 0); + glVertex2f( 0, 0); glVertex2f(VIRTW, 0); glVertex2f(VIRTW, 4*s2); glVertex2f( 0, 4*s2); + glVertex2f( 0, 4*s2); glVertex2f( 3*s1, 4*s2); glVertex2f( 3*s1, 20*s2); glVertex2f( 0, 20*s2); + glVertex2f( 0, 20*s2); glVertex2f(VIRTW, 20*s2); glVertex2f(VIRTW, VIRTH); glVertex2f( 0, VIRTH); + glVertex2f(13*s1, 4*s2); glVertex2f(VIRTW, 4*s2); glVertex2f(VIRTW, 20*s2); glVertex2f(13*s1,20*s2); + glEnd(); + glBegin(GL_TRIANGLES); + glVertex2f( 3*s1, 3*s2); glVertex2f( 7*s1, 3*s2); glVertex2f( 3*s1, 9*s2); + glVertex2f( 9*s1, 3*s2); glVertex2f(14*s1, 3*s2); glVertex2f(14*s1, 9*s2); + glVertex2f(14*s1,15*s2); glVertex2f(14*s1,20*s2); glVertex2f( 9*s1,20*s2); + glVertex2f( 7*s1,20*s2); glVertex2f( 3*s1,20*s2); glVertex2f( 3*s1,15*s2); + glEnd(); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, scopetex->id); + glBegin(GL_QUADS); + glColor3ub(255,255,255); glTexCoord2f(0, 0); glVertex2f(x1, 0); glTexCoord2f(1, 0); glVertex2f(x2, 0); glTexCoord2f(1, 1); glVertex2f(x2, VIRTH); glTexCoord2f(0, 1); glVertex2f(x1, VIRTH); - - // fill unused space with border texels - if(x1 > 0) - { - glTexCoord2f(0, 0); glVertex2f(0, 0); - glTexCoord2f(0, 0); glVertex2f(x1, 0); - glTexCoord2f(0, 1); glVertex2f(x1, VIRTH); - glTexCoord2f(0, 1); glVertex2f(0, VIRTH); - } - - if(x2 < VIRTW) - { - glTexCoord2f(1, 0); glVertex2f(x2, 0); - glTexCoord2f(1, 0); glVertex2f(VIRTW, 0); - glTexCoord2f(1, 1); glVertex2f(VIRTW, VIRTH); - glTexCoord2f(1, 1); glVertex2f(x2, VIRTH); - } - glEnd(); }