这篇教程C++ CG_DrawInformation函数代码示例写得很实用,希望能帮到您。
本文整理汇总了C++中CG_DrawInformation函数的典型用法代码示例。如果您正苦于以下问题:C++ CG_DrawInformation函数的具体用法?C++ CG_DrawInformation怎么用?C++ CG_DrawInformation使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。 在下文中一共展示了CG_DrawInformation函数的21个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。 示例1: trap_CM_LoadMapvoid trap_CM_LoadMap(const char *mapname){ DEBUG_REGISTERPROFILE_INIT CG_DrawInformation(qtrue); syscall(CG_CM_LOADMAP, mapname); DEBUG_REGISTERPROFILE_EXEC("trap_CM_LoadMap", mapname)}
开发者ID:Ponce,项目名称:etlegacy,代码行数:7,
示例2: trap_R_RegisterFontvoid trap_R_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font) { DEBUG_REGISTERPROFILE_INIT CG_DrawInformation( qtrue ); syscall(CG_R_REGISTERFONT, fontName, pointSize, font ); DEBUG_REGISTERPROFILE_EXEC("trap_R_RegisterFont",fontName) trap_PumpEventLoop();}
开发者ID:BackupTheBerlios,项目名称:et-flf-svn,代码行数:7,
示例3: trap_R_LoadWorldMapvoid trap_R_LoadWorldMap( const char *mapname ) { DEBUG_REGISTERPROFILE_INIT CG_DrawInformation( qtrue ); syscall( CG_R_LOADWORLDMAP, mapname ); DEBUG_REGISTERPROFILE_EXEC("trap_R_LoadWorldMap",mapname) trap_PumpEventLoop();}
开发者ID:BackupTheBerlios,项目名称:et-flf-svn,代码行数:7,
示例4: trap_R_RegisterSkinqhandle_t trap_R_RegisterSkin( const char *name ) { qhandle_t handle; DEBUG_REGISTERPROFILE_INIT CG_DrawInformation( qtrue ); handle = syscall( CG_R_REGISTERSKIN, name ); DEBUG_REGISTERPROFILE_EXEC("trap_R_RegisterSkin",name) trap_PumpEventLoop(); return handle;}
开发者ID:BackupTheBerlios,项目名称:et-flf-svn,代码行数:9,
示例5: trap_R_RegisterModelqhandle_t trap_R_RegisterModel( const char *name ) { qhandle_t handle; DEBUG_REGISTERPROFILE_INIT CG_DrawInformation( qtrue ); handle = syscall( CG_R_REGISTERMODEL, name ); DEBUG_REGISTERPROFILE_EXEC("trap_R_RegisterModel",name)// trap_PumpEventLoop(); return handle;}
开发者ID:BulldogDrummond,项目名称:etpub,代码行数:9,
示例6: trap_R_RegisterShaderNoMipqhandle_t trap_R_RegisterShaderNoMip( const char *name ) { qhandle_t handle; DEBUG_REGISTERPROFILE_INIT CG_DrawInformation( qtrue ); handle = syscall( CG_R_REGISTERSHADERNOMIP, name ); trap_PumpEventLoop(); DEBUG_REGISTERPROFILE_EXEC("trap_R_RegisterShaderNpMip", name); return handle;}
开发者ID:BackupTheBerlios,项目名称:et-flf-svn,代码行数:9,
示例7: trap_R_RegisterFontvoid trap_R_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font) { CG_DrawInformation( qtrue );// trap_PumpEventLoop(); syscall(CG_R_REGISTERFONT, fontName, pointSize, font ); //mcwf 0xff handle fix (ET bug ?) if (!font->glyphs[0xff].glyph) { font->glyphs[0xff].glyph = trap_R_RegisterShaderNoMip(font->glyphs[0xff].shaderName); } //mcwf}
开发者ID:BulldogDrummond,项目名称:etpub,代码行数:10,
示例8: trap_S_RegisterSoundsfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed ) { sfxHandle_t snd; DEBUG_REGISTERPROFILE_INIT CG_DrawInformation( qtrue ); snd = syscall( CG_S_REGISTERSOUND, sample, qfalse /* compressed */ ); if(!*sample) { Com_Printf("^1Warning: Null Sample filename/n"); } if(snd == 0) { Com_Printf("^1Warning: Failed to load sound: %s/n", sample); } DEBUG_REGISTERPROFILE_EXEC("trap_S_RegisterSound",sample) trap_PumpEventLoop(); return snd;}
开发者ID:BackupTheBerlios,项目名称:et-flf-svn,代码行数:15,
示例9: trap_R_RegisterShaderNoMipqhandle_t trap_R_RegisterShaderNoMip(const char *name){ qhandle_t handle; DEBUG_REGISTERPROFILE_INIT CG_DrawInformation(qtrue); handle = syscall(CG_R_REGISTERSHADERNOMIP, name); if (!name || !name[0]) { Com_Printf("^1trap_R_RegisterShaderNoMip: Null or empty name/n"); } if (handle == 0) { Com_Printf("^1trap_R_RegisterShaderNoMip: Failed to load shader no mip: %s/n", name); } else { CG_DPrintf("^2trap_R_RegisterShaderNoMip: register shader no mip: %s/n", name); } DEBUG_REGISTERPROFILE_EXEC("trap_R_RegisterShaderNpMip", name); return handle;}
开发者ID:Ponce,项目名称:etlegacy,代码行数:21,
示例10: trap_R_RegisterSkinqhandle_t trap_R_RegisterSkin(const char *name){ qhandle_t handle; DEBUG_REGISTERPROFILE_INIT CG_DrawInformation(qtrue); handle = syscall(CG_R_REGISTERSKIN, name); if (!name || !name[0]) { Com_Printf("^1trap_R_RegisterSkin: Null or empty name/n"); } if (handle == 0) { Com_Printf("^1trap_R_RegisterSkin: Failed to load skin: %s/n", name); } else { CG_DPrintf("^2trap_R_RegisterSkin: register skin: %s/n", name); } DEBUG_REGISTERPROFILE_EXEC("trap_R_RegisterSkin", name) return handle;}
开发者ID:Ponce,项目名称:etlegacy,代码行数:21,
示例11: trap_S_RegisterSoundsfxHandle_t trap_S_RegisterSound(const char *sample, qboolean compressed){ sfxHandle_t snd; DEBUG_REGISTERPROFILE_INIT CG_DrawInformation(qtrue); snd = syscall(CG_S_REGISTERSOUND, sample, compressed); if (!sample || !sample[0]) { Com_Printf("^1trap_S_RegisterSound: Null sample filename/n"); } if (snd == 0) { Com_Printf("^1trap_S_RegisterSound: Failed to load sound: %s/n", sample); } else { CG_DPrintf("^2trap_S_RegisterSound: register sound: %s/n", sample); } DEBUG_REGISTERPROFILE_EXEC("trap_S_RegisterSound", sample) return snd;}
开发者ID:Ponce,项目名称:etlegacy,代码行数:21,
示例12: CG_DrawActiveFrame/*=================CG_DrawActiveFrameGenerates and draws a game scene and status information at the given time.=================*/void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) { int inwater; int mpSetup; // NERVE - SMF#ifdef DEBUGTIME_ENABLED int dbgTime=trap_Milliseconds(),elapsed; int dbgCnt=0;#endif cg.time = serverTime; cg.demoPlayback = demoPlayback; // update cvars CG_UpdateCvars();#ifdef DEBUGTIME_ENABLED CG_Printf("/n");#endif DEBUGTIME // if we are only updating the screen as a loading // pacifier, don't even try to read snapshots if ( cg.infoScreenText[0] != 0 ) { CG_DrawInformation(); return; } // any looped sounds will be respecified as entities // are added to the render list trap_S_ClearLoopingSounds(qfalse); DEBUGTIME // clear all the render lists trap_R_ClearScene(); DEBUGTIME // set up cg.snap and possibly cg.nextSnap CG_ProcessSnapshots(); DEBUGTIME // if we haven't received any snapshots yet, all // we can draw is the information screen if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) { CG_DrawInformation(); return; } // check for server set weapons we might not know about // (FIXME: this is a hack for the time being since a scripted "selectweapon" does // not hit the first snap, the server weapon set in cg_playerstate.c line 219 doesn't // do the trick) if( !cg.weaponSelect && cg.snap->ps.weapon) { cg.weaponSelect = cg.snap->ps.weapon; cg.weaponSelectTime = cg.time; }//----(SA) nerve uses this for snooper/sniper if (cg.weaponSelect == WP_FG42SCOPE) { float spd; spd = VectorLength(cg.snap->ps.velocity); if (spd > 180.0f) CG_FinishWeaponChange(WP_FG42SCOPE, WP_FG42); } DEBUGTIME if(!cg.lightstylesInited) CG_SetupDlightstyles(); DEBUGTIME // if we have been told not to render, don't if (cg_norender.integer) { return; } // this counter will be bumped for every valid scene we generate cg.clientFrame++; // update cg.predictedPlayerState CG_PredictPlayerState(); DEBUGTIME // decide on third person view cg.renderingThirdPerson = cg_thirdPerson.integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0); // build cg.refdef inwater = CG_CalcViewValues();//.........这里部分代码省略.........
开发者ID:natelo,项目名称:rtcwPub,代码行数:101,
示例13: CG_DrawActiveFrame/*=================CG_DrawActiveFrameGenerates and draws a game scene and status information at the given time.=================*/void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) { int inwater; cg.cld = 0; // NERVE - SMF - reset clientDamage#ifdef DEBUGTIME_ENABLED int dbgTime = trap_Milliseconds(),elapsed; int dbgCnt = 0;#endif cg.time = serverTime; cg.demoPlayback = demoPlayback; // update cvars CG_UpdateCvars();/* // RF, if we should force a weapon, then do so if( !cg.weaponSelect ) { if (cg_loadWeaponSelect.integer > 0) { cg.weaponSelect = cg_loadWeaponSelect.integer; cg.weaponSelectTime = cg.time; trap_Cvar_Set( "cg_loadWeaponSelect", "0" ); // turn it off } }*/#ifdef DEBUGTIME_ENABLED CG_Printf( "/n" );#endif DEBUGTIME // if we are only updating the screen as a loading // pacifier, don't even try to read snapshots if ( cg.infoScreenText[0] != 0 ) { CG_DrawInformation(); return; } // any looped sounds will be respecified as entities // are added to the render list trap_S_ClearLoopingSounds( qfalse ); DEBUGTIME // clear all the render lists trap_R_ClearScene(); DEBUGTIME // set up cg.snap and possibly cg.nextSnap CG_ProcessSnapshots(); DEBUGTIME // if we haven't received any snapshots yet, all // we can draw is the information screen if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) { CG_DrawInformation(); return; } if ( cg.weaponSelect == WP_FG42SCOPE || cg.weaponSelect == WP_SNOOPERSCOPE || cg.weaponSelect == WP_SNIPERRIFLE ) { float spd; spd = VectorLength( cg.snap->ps.velocity ); if ( spd > 180.0f ) { switch ( cg.weaponSelect ) { case WP_FG42SCOPE: CG_FinishWeaponChange( cg.weaponSelect, WP_FG42 ); break; case WP_SNOOPERSCOPE: CG_FinishWeaponChange( cg.weaponSelect, WP_GARAND ); break; case WP_SNIPERRIFLE: CG_FinishWeaponChange( cg.weaponSelect, WP_MAUSER ); break; } } } DEBUGTIME if ( !cg.lightstylesInited ) { CG_SetupDlightstyles(); } DEBUGTIME // if we have been told not to render, don't if ( cg_norender.integer ) { return; } // this counter will be bumped for every valid scene we generate cg.clientFrame++;//.........这里部分代码省略.........
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:101,
示例14: CG_DrawActiveFrame/*=================CG_DrawActiveFrameGenerates and draws a game scene and status information at the given time.=================*/void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) { int inwater; cg.time = serverTime; cg.demoPlayback = demoPlayback; if (cg.snap && ui_myteam.integer != cg.snap->ps.persistant[PERS_TEAM]) { trap_Cvar_Set ( "ui_myteam", va("%i", cg.snap->ps.persistant[PERS_TEAM]) ); } // update cvars CG_UpdateCvars(); // if we are only updating the screen as a loading // pacifier, don't even try to read snapshots if ( cg.infoScreenText[0] != 0 ) { CG_DrawInformation(); return; } trap_FX_AdjustTime( cg.time, cg.refdef.vieworg, cg.refdef.viewaxis ); CG_RunLightStyles(); // any looped sounds will be respecified as entities // are added to the render list trap_S_ClearLoopingSounds(qfalse); // clear all the render lists trap_R_ClearScene(); // set up cg.snap and possibly cg.nextSnap CG_ProcessSnapshots(); trap_ROFF_UpdateEntities(); // if we haven't received any snapshots yet, all // we can draw is the information screen if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) { CG_DrawInformation(); return; } // let the client system know what our weapon and zoom settings are if (cg.snap && cg.snap->ps.saberLockTime > cg.time) { trap_SetUserCmdValue( cg.weaponSelect, 0.01, cg.forceSelect, cg.itemSelect ); } else if (cg.snap && cg.snap->ps.usingATST) { trap_SetUserCmdValue( cg.weaponSelect, 0.2, cg.forceSelect, cg.itemSelect ); } else { trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity, cg.forceSelect, cg.itemSelect ); } // this counter will be bumped for every valid scene we generate cg.clientFrame++; // update cg.predictedPlayerState CG_PredictPlayerState(); // decide on third person view cg.renderingThirdPerson = cg_thirdPerson.integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0); if (cg.snap->ps.stats[STAT_HEALTH] > 0 && (cg.predictedPlayerState.weapon == WP_SABER || cg.predictedPlayerState.usingATST || cg.predictedPlayerState.forceHandExtend == HANDEXTEND_KNOCKDOWN || cg.predictedPlayerState.fallingToDeath)) { cg.renderingThirdPerson = 1; } else if (cg.snap->ps.zoomMode) { //always force first person when zoomed cg.renderingThirdPerson = 0; } // build cg.refdef inwater = CG_CalcViewValues(); CG_CalcScreenEffects(); // first person blend blobs, done after AnglesToAxis if ( !cg.renderingThirdPerson ) { CG_DamageBlendBlob(); } // build the render lists if ( !cg.hyperspace ) { CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct CG_AddMarks(); CG_AddParticles (); CG_AddLocalEntities();//.........这里部分代码省略.........
开发者ID:blaenk,项目名称:jedioutcast,代码行数:101,
示例15: CG_DemosDrawActiveFramevoid CG_DemosDrawActiveFrame( int serverTime, stereoFrame_t stereoView ) { int deltaTime; qboolean hadSkip; qboolean captureFrame; float captureFPS; float frameSpeed; int blurTotal, blurIndex; float blurFraction; float stereoSep = CG_Cvar_Get( "r_stereoSeparation" ); int inwater, entityNum; if (!demo.initDone) { if ( !cg.snap ) { demoProcessSnapShots( qtrue ); } if ( !cg.snap ) { CG_Error( "No Initial demo snapshot found" ); } demoPlaybackInit(); } cg.demoPlayback = 2; // update cvars CG_UpdateCvars(); // if we are only updating the screen as a loading // pacifier, don't even try to read snapshots if ( cg.loading ) { CG_DrawInformation(); return; } captureFrame = demo.capture.active && !demo.play.paused; if ( captureFrame ) { trap_MME_BlurInfo( &blurTotal, &blurIndex ); captureFPS = mov_captureFPS.value; if ( blurTotal > 0) { captureFPS *= blurTotal; blurFraction = blurIndex / (float)blurTotal; } else { blurFraction = 0; } } else { } /* Forward the demo */ deltaTime = serverTime - demo.serverTime; if (deltaTime > 50) deltaTime = 50; demo.serverTime = serverTime; demo.serverDeltaTime = 0.001 * deltaTime; cg.oldTime = cg.time; cg.oldTimeFraction = cg.timeFraction; if (demo.play.time < 0) { demo.play.time = demo.play.fraction = 0; } demo.play.oldTime = demo.play.time; /* Handle the music */ if ( demo.play.paused ) { if ( lastMusicStart >= 0) demoSynchMusic( -1, 0 ); } else { int musicStart = (demo.play.time - mov_musicStart.value * 1000 ); if ( musicStart <= 0 ) { if (lastMusicStart >= 0 ) demoSynchMusic( -1, 0 ); } else { if ( demo.play.time != demo.play.lastTime || lastMusicStart < 0) demoSynchMusic( musicStart, 0 ); } } /* forward the time a bit till the moment of capture */ if ( captureFrame && demo.capture.locked && demo.play.time < demo.capture.start ) { int left = demo.capture.start - demo.play.time; if ( left > 2000) { left -= 1000; captureFrame = qfalse; } else if (left > 5) { captureFrame = qfalse; left = 5; } demo.play.time += left; } else if ( captureFrame && demo.loop.total && blurTotal ) { float loopFraction = demo.loop.index / (float)demo.loop.total; demo.play.time = demo.loop.start; demo.play.fraction = demo.loop.range * loopFraction; demo.play.time += (int)demo.play.fraction; demo.play.fraction -= (int)demo.play.fraction; } else if (captureFrame) { float frameDelay = 1000.0f / captureFPS; demo.play.fraction += frameDelay * demo.play.speed; demo.play.time += (int)demo.play.fraction; demo.play.fraction -= (int)demo.play.fraction; } else if ( demo.find ) {//.........这里部分代码省略.........
开发者ID:entdark,项目名称:q3mme,代码行数:101,
示例16: CG_DrawActiveFrame/*=================CG_DrawActiveFrameGenerates and draws a game scene and status information at the given time.=================*/void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qbool demoPlayback ) { int inwater; cg.time = serverTime;//unlagged - lag simulation #1 // adjust the clock to reflect latent snaps cg.time -= cg_latentSnaps.integer * (1000 / sv_fps.integer);//unlagged - lag simulation #1 cg.demoPlayback = demoPlayback; // update cvars CG_UpdateCvars(); // if we are only updating the screen as a loading // pacifier, don't even try to read snapshots if ( cg.infoScreenText[0] != 0 ) { CG_DrawInformation(); return; } // any looped sounds will be respecified as entities // are added to the render list trap_S_ClearLoopingSounds(qfalse); // clear all the render lists trap_R_ClearScene(); // set up cg.snap and possibly cg.nextSnap CG_ProcessSnapshots(); // if we haven't received any snapshots yet, all // we can draw is the information screen if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) { CG_DrawInformation(); return; } // let the client system know what our weapon and zoom settings are trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity ); // WP_SEC_PISTOL 's special value has been transmitted. // Restore cg.weaponSelect if (cg.weaponSelect == WP_SEC_PISTOL) cg.weaponSelect = cg._weaponSelect; // this counter will be bumped for every valid scene we generate cg.clientFrame++; // check if duel start sound has to be played if(cg.roundstarttime && cg.roundstarttime <= cg.time && cgs.gametype == GT_DUEL) { cg.introstart = cg.roundstarttime; cg.introend = cg.introstart + DU_INTRO_CAM + DU_INTRO_DRAW; cg.roundstarttime = 0; // cycle through the start tracks trap_S_StartLocalSound( cgs.media.duelstart[cg.duelstartsound], CHAN_ANNOUNCER ); cg.duelstartsound++; if(cg.duelstartsound == 5) cg.duelstartsound = 0; } // update cg.predictedPlayerState CG_PredictPlayerState(); // decide on third person view cg.renderingThirdPerson = cg_thirdPerson.integer || cg.introstart || (cgs.deathcam && (cg.snap->ps.stats[STAT_HEALTH] <= 0) && !(cg.snap->ps.pm_flags & PMF_SUICIDE) && !(cg.snap->ps.pm_flags & PMF_FOLLOW) && (cg.snap->ps.pm_type != PM_CHASECAM) && (cgs.gametype != GT_DUEL)); // build cg.refdef inwater = CG_CalcViewValues(); // build cg_frustum, from cg.refdef CG_SetupFrustum(); // first person blend blobs, done after AnglesToAxis if ( !cg.renderingThirdPerson ) { CG_DamageBlendBlob(); } // build the render lists if ( !cg.hyperspace ) { CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct CG_AddMarks(); CG_AddLocalEntities(); } CG_AddViewWeapon( &cg.predictedPlayerState ); // add buffered sounds CG_PlayBufferedSounds();//.........这里部分代码省略.........
开发者ID:LuckyBro,项目名称:sgfork,代码行数:101,
示例17: trap_S_RegisterSoundsfxHandle_t trap_S_RegisterSound( const char *sample ) { CG_DrawInformation(); return syscall( CG_S_REGISTERSOUND, sample );}
开发者ID:LBoksha,项目名称:RTCW-SP-linux,代码行数:4,
示例18: trap_R_RegisterModelqhandle_t trap_R_RegisterModel( const char *name ) { CG_DrawInformation(); return syscall( CG_R_REGISTERMODEL, name );}
开发者ID:LBoksha,项目名称:RTCW-SP-linux,代码行数:4,
示例19: trap_R_RegisterShaderqhandle_t trap_R_RegisterShader( const char *name ) { CG_DrawInformation(); return syscall( CG_R_REGISTERSHADER, name );}
开发者ID:LBoksha,项目名称:RTCW-SP-linux,代码行数:4,
示例20: CG_DrawActiveFrame/*=================CG_DrawActiveFrameGenerates and draws a game scene and status information at the given time.=================*/void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) { int inwater; cg.time = serverTime; cg.demoPlayback = demoPlayback; // update cvars CG_UpdateCvars(); // if we are only updating the screen as a loading // pacifier, don't even try to read snapshots if ( cg.infoScreenText[0] != 0 ) { CG_DrawInformation(); return; } // any looped sounds will be respecified as entities // are added to the render list trap_S_ClearLoopingSounds(qfalse); // clear all the render lists trap_R_ClearScene(); // set up cg.snap and possibly cg.nextSnap CG_ProcessSnapshots(); // if we haven't received any snapshots yet, all // we can draw is the information screen if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) { CG_DrawInformation(); return; } // let the client system know what our weapon and zoom settings are trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity ); // this counter will be bumped for every valid scene we generate cg.clientFrame++; // update cg.predictedPlayerState CG_PredictPlayerState(); // decide on third person view cg.renderingThirdPerson = cg_thirdPerson.integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0); // build cg.refdef inwater = CG_CalcViewValues(); // first person blend blobs, done after AnglesToAxis if ( !cg.renderingThirdPerson ) { CG_DamageBlendBlob(); } // build the render lists if ( !cg.hyperspace ) { CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct CG_AddMarks(); CG_AddParticles (); CG_AddLocalEntities(); } CG_AddViewWeapon( &cg.predictedPlayerState ); // add buffered sounds CG_PlayBufferedSounds(); // play buffered voice chats CG_PlayBufferedVoiceChats(); // finish up the rest of the refdef if ( cg.testModelEntity.hModel ) { CG_AddTestModel(); } cg.refdef.time = cg.time; memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) ); // warning sounds when powerup is wearing off CG_PowerupTimerSounds(); // update audio positions trap_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater ); // make sure the lagometerSample and frame timing isn't done twice when in stereo if ( stereoView != STEREO_RIGHT ) { cg.frametime = cg.time - cg.oldTime; if ( cg.frametime < 0 ) { cg.frametime = 0; } cg.oldTime = cg.time; CG_AddLagometerFrameInfo(); } if (cg_timescale.value != cg_timescaleFadeEnd.value) { if (cg_timescale.value < cg_timescaleFadeEnd.value) { cg_timescale.value += cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000;//.........这里部分代码省略.........
开发者ID:Cpasjuste,项目名称:quake3_pandora_gles,代码行数:101,
示例21: CG_DrawActiveFramevoid CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) { qboolean inwater = qfalse; cg.time = serverTime; CG_BuildSolidList(); // update cvars CG_UpdateCvars(); // if we are only updating the screen as a loading // pacifier, don't even try to read snapshots if ( cg.infoScreenText[0] != 0 ) { CG_DrawInformation(); return; } // any looped sounds will be respecified as entities // are added to the render list cgi_S_ClearLoopingSounds(); // clear all the render lists cgi_R_ClearScene(); // set up cg.snap and possibly cg.nextSnap CG_ProcessSnapshots(); // if we haven't received any snapshots yet, all // we can draw is the information screen if ( !cg.snap ) { CG_DrawInformation(); return; } // let the client system know what our weapon and zoom settings are cgi_SetUserCmdValue( cg.weaponSelect, cg.refdef.fov_y / 75.0 ); // this counter will be bumped for every valid scene we generate cg.clientFrame++; // update cg.predicted_player_state CG_PredictPlayerState(); // decide on third person view cg.renderingThirdPerson = cg_thirdPerson.integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0); if ( in_camera ) { // The camera takes over the view CGCam_RenderScene(); } else { //Finish any fading that was happening CGCam_UpdateFade(); // build cg.refdef inwater = CG_CalcViewValues(); } //This is done from the vieworg to get origin for non-attenuated sounds cgi_S_UpdateAmbientSet( CG_ConfigString( CS_AMBIENT_SET ), cg.refdef.vieworg ); // first person blend blobs, done after AnglesToAxis if ( !cg.renderingThirdPerson ) { CG_DamageBlendBlob(); } // build the render lists if ( !cg.hyperspace ) { CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct CG_AddMarks(); CG_AddLocalEntities(); } // Don't draw the in-view weapon when in camera mode if ( !in_camera && !cg_pano.integer ) CG_AddViewWeapon( &cg.predicted_player_state ); // finish up the rest of the refdef if ( cg.testModelEntity.hModel ) { CG_AddTestModel(); } cg.refdef.time = cg.time; memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) ); // update audio positions cgi_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater ); // warning sounds when powerup is wearing off CG_PowerupTimerSounds(); // make sure the lagometerSample and frame timing isn't done twice when in stereo if ( stereoView != STEREO_RIGHT ) { cg.frametime = cg.time - cg.oldTime; cg.oldTime = cg.time; } //Add all effects if (cg.frametime >= 0) { FX_Add();//.........这里部分代码省略.........
开发者ID:UberGames,项目名称:SP-Mod-Source-Code,代码行数:101,
注:本文中的CG_DrawInformation函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 C++ CG_DrawPic函数代码示例 C++ CG_CrosshairPlayer函数代码示例 |