Sniper Scope: change flags of scope arc textures, add strokes at screen center
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af2cac2836
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@ -39,10 +39,10 @@ int CHudSniperScope::VidInit()
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m_iFlags = 0;
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return 0;
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}
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m_iScopeArc[0] = gRenderAPI.GL_LoadTexture("sprites/scope_arc_nw.tga", NULL, 0, TF_NEAREST);
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m_iScopeArc[1] = gRenderAPI.GL_LoadTexture("sprites/scope_arc_ne.tga", NULL, 0, TF_NEAREST);
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m_iScopeArc[2] = gRenderAPI.GL_LoadTexture("sprites/scope_arc.tga", NULL, 0, TF_NEAREST);
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m_iScopeArc[3] = gRenderAPI.GL_LoadTexture("sprites/scope_arc_sw.tga", NULL, 0, TF_NEAREST);
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m_iScopeArc[0] = gRenderAPI.GL_LoadTexture("sprites/scope_arc_nw.tga", NULL, 0, TF_NEAREST |TF_NOPICMIP|TF_NOMIPMAP|TF_CLAMP);
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m_iScopeArc[1] = gRenderAPI.GL_LoadTexture("sprites/scope_arc_ne.tga", NULL, 0, TF_NEAREST |TF_NOPICMIP|TF_NOMIPMAP|TF_CLAMP);
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m_iScopeArc[2] = gRenderAPI.GL_LoadTexture("sprites/scope_arc.tga", NULL, 0, TF_NEAREST |TF_NOPICMIP|TF_NOMIPMAP|TF_CLAMP);
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m_iScopeArc[3] = gRenderAPI.GL_LoadTexture("sprites/scope_arc_sw.tga", NULL, 0, TF_NEAREST |TF_NOPICMIP|TF_NOMIPMAP|TF_CLAMP);
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blackTex = gRenderAPI.GL_FindTexture("*black");
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left = (TrueWidth - TrueHeight)/2;
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right = left + TrueHeight;
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@ -57,7 +57,7 @@ int CHudSniperScope::Draw(float flTime)
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return 1;
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gEngfuncs.pTriAPI->RenderMode(kRenderTransColor);
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gEngfuncs.pTriAPI->Brightness(1.0);
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gEngfuncs.pTriAPI->Color4ub(255, 255, 255, 255);
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gEngfuncs.pTriAPI->Color4ub(0, 0, 0, 255);
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gEngfuncs.pTriAPI->CullFace(TRI_NONE);
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gRenderAPI.GL_Bind(0, m_iScopeArc[0]);
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@ -89,5 +89,11 @@ int CHudSniperScope::Draw(float flTime)
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Quad(right - 1.0f / TrueWidth, 0, TrueWidth, TrueHeight);
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gEngfuncs.pTriAPI->End();
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FillRGBABlend(0, ScreenHeight/2, ScreenWidth/2 - 20, 1, 0, 0, 0, 255);
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FillRGBABlend(ScreenWidth/2 + 20, ScreenHeight/2, ScreenWidth , 1, 0, 0, 0, 255);
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FillRGBABlend(ScreenWidth/2, 0 , 1, ScreenHeight/2 - 20, 0, 0, 0, 255);
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FillRGBABlend(ScreenWidth/2, ScreenHeight/2 + 20, 1, ScreenHeight , 0, 0, 0, 255);
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return 0;
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}
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