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authortma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2006-02-21 21:29:26 +0000
committertma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2006-02-21 21:29:26 +0000
commit948955bf434bb18ef716031a2d2e128377cf5093 (patch)
tree1f762d95e82837a87018a9245444abcae8ca54ed /code
parent78c2024939b7aee64ad3739b773823fb701241af (diff)
downloadioquake3-aero-948955bf434bb18ef716031a2d2e128377cf5093.tar.gz
ioquake3-aero-948955bf434bb18ef716031a2d2e128377cf5093.zip
* Fix to bug #2599 (fullscreen cinematics)
git-svn-id: svn://svn.icculus.org/quake3/trunk@577 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code')
-rw-r--r--code/client/cl_scrn.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/code/client/cl_scrn.c b/code/client/cl_scrn.c
index f72ede2..751add7 100644
--- a/code/client/cl_scrn.c
+++ b/code/client/cl_scrn.c
@@ -440,7 +440,7 @@ void SCR_DrawScreenField( stereoFrame_t stereoFrame ) {
// wide aspect ratio screens need to have the sides cleared
// unless they are displaying game renderings
- if ( cls.state != CA_ACTIVE ) {
+ if ( 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 );