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-rw-r--r--src/client/cl_scrn.c8
1 files changed, 6 insertions, 2 deletions
diff --git a/src/client/cl_scrn.c b/src/client/cl_scrn.c
index c8568472..e0c3f7d5 100644
--- a/src/client/cl_scrn.c
+++ b/src/client/cl_scrn.c
@@ -461,11 +461,15 @@ This will be called twice if rendering in stereo mode
==================
*/
void SCR_DrawScreenField( stereoFrame_t stereoFrame ) {
+ qboolean uiFullscreen;
+
re.BeginFrame( stereoFrame );
+ uiFullscreen = VM_Call( uivm, UI_IS_FULLSCREEN );
+
// wide aspect ratio screens need to have the sides cleared
// unless they are displaying game renderings
- if ( cls.state != CA_ACTIVE && cls.state != CA_CINEMATIC ) {
+ if ( uiFullscreen || (cls.state != CA_ACTIVE && cls.state != CA_CINEMATIC) ) {
if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) {
re.SetColor( g_color_table[0] );
re.DrawStretchPic( 0, 0, cls.glconfig.vidWidth, cls.glconfig.vidHeight, 0, 0, 0, 0, cls.whiteShader );
@@ -475,7 +479,7 @@ void SCR_DrawScreenField( stereoFrame_t stereoFrame ) {
// if the menu is going to cover the entire screen, we
// don't need to render anything under it
- if ( uivm && !VM_Call( uivm, UI_IS_FULLSCREEN )) {
+ if ( uivm && !uiFullscreen ) {
switch( cls.state ) {
default:
Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" );