]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameDraw.cpp
Cleaned up Objects handling
[lugaru.git] / Source / GameDraw.cpp
index 61198166f017ae6d076f4bd0b89fef6fa769f85e..fa7da1ccfa1fb8dd7ba17aa51cea38abbee05885 100644 (file)
@@ -39,7 +39,6 @@ extern float screenwidth, screenheight;
 extern int kTextureSize;
 extern FRUSTUM frustum;
 extern Light light;
-extern Objects objects;
 extern int detail;
 extern float usermousesensitivity;
 extern float camerashake;
@@ -237,10 +236,11 @@ int Game::DrawGLScene(StereoSide side)
 
         static XYZ terrainlight;
         static float distance;
-        if (drawmode == normalmode)
+        if (drawmode == normalmode) {
             Game::ReSizeGLScene(90, .1f);
-        if (drawmode != normalmode)
+        } else {
             glViewport(0, 0, texviewwidth, texviewheight);
+        }
         glDepthFunc(GL_LEQUAL);
         glDepthMask(1);
         glAlphaFunc(GL_GREATER, 0.0001f);
@@ -286,9 +286,10 @@ int Game::DrawGLScene(StereoSide side)
         else
             blurness -= multiplier * 5;
 
-        if (environment == desertenvironment && detail == 2)
-            glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4 );
         if (environment == desertenvironment) {
+            if (detail == 2) {
+                glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4 );
+            }
             glRotatef((float)(abs(Random() % 100)) / 1000, 1, 0, 0);
             glRotatef((float)(abs(Random() % 100)) / 1000, 0, 1, 0);
         }
@@ -298,7 +299,7 @@ int Game::DrawGLScene(StereoSide side)
         glTranslatef(-viewer.x, -viewer.y, -viewer.z);
         frustum.GetFrustum();
 
-        //make shadow decals on terrain and objects
+        //make shadow decals on terrain and Object::objects
         static XYZ point;
         static float size, opacity, rotation;
         rotation = 0;
@@ -316,14 +317,14 @@ int Game::DrawGLScene(StereoSide side)
                             terrain.MakeDecal(shadowdecal, point, size, opacity, rotation);
                             for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
                                 int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
-                                if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
-                                    point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
+                                if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) {
+                                    point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
                                     size = .4f;
                                     opacity = .4f;
                                     if (k != 0 && tutoriallevel == 1) {
                                         opacity = .2 + .2 * sin(smoketex * 6 + i);
                                     }
-                                    objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
+                                    Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
                                 }
                             }
                         }
@@ -344,17 +345,17 @@ int Game::DrawGLScene(StereoSide side)
                             terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
                             for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
                                 int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
-                                if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
+                                if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) {
                                     if (Person::players[k]->skeleton.free)
-                                        point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
+                                        point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
                                     else
-                                        point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
+                                        point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
                                     size = .4f;
                                     opacity = .4f;
                                     if (k != 0 && tutoriallevel == 1) {
                                         opacity = .2 + .2 * sin(smoketex * 6 + i);
                                     }
-                                    objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
+                                    Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
                                 }
                             }
                         }
@@ -368,10 +369,10 @@ int Game::DrawGLScene(StereoSide side)
                     terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
                     for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
                         int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
-                        point = DoRotation(Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
+                        point = DoRotation(Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
                         size = .7;
                         opacity = .4f;
-                        objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
+                        Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
                     }
                 }
         }
@@ -443,7 +444,7 @@ int Game::DrawGLScene(StereoSide side)
         glPushMatrix();
         glCullFace(GL_BACK);
         glEnable(GL_TEXTURE_2D);
-        objects.Draw();
+        Object::Draw();
         glPopMatrix();
 
         //draw hawk
@@ -567,16 +568,11 @@ int Game::DrawGLScene(StereoSide side)
                     else
                         bonus_name = "Excellent!"; // When does this happen?
 
-                    glColor4f(0, 0, 0, 1 - bonustime);
-                    text->glPrintOutline(1024 / 2 - 10 * strlen(bonus_name) - 4, 768 / 16 - 4 + 768 * 4 / 5, bonus_name, 1, 2.5, 1024, 768);
-                    glColor4f(1, 0, 0, 1 - bonustime);
-                    text->glPrint(1024 / 2 - 10 * strlen(bonus_name), 768 / 16 + 768 * 4 / 5, bonus_name, 1, 2, 1024, 768);
+                    text->glPrintOutlined(1, 0, 0, 1 - bonustime, 1024 / 2 - 10 * strlen(bonus_name), 768 / 16 + 768 * 4 / 5, bonus_name, 1, 2, 1024, 768);
 
                     string = to_string((int)bonusvalue);
-                    glColor4f(0, 0, 0, 1 - bonustime);
-                    text->glPrintOutline(1024 / 2 - 10 * string.size() - 4, 768 / 16 - 4 - 20 + 768 * 4 / 5, string, 1, 2.5 * .8, 1024, 768);
-                    glColor4f(1, 0, 0, 1 - bonustime);
-                    text->glPrint(1024 / 2 - 10 * string.size(), 768 / 16 - 20 + 768 * 4 / 5, string, 1, 2 * .8, 1024, 768);
+                    text->glPrintOutlined(1, 0, 0, 1 - bonustime, 1024 / 2 - 10 * string.size(), 768 / 16 - 20 + 768 * 4 / 5, string, 1, 2 * .8, 1024, 768);
+
                     glColor4f(.5, .5, .5, 1);
                 }
 
@@ -870,27 +866,17 @@ int Game::DrawGLScene(StereoSide side)
                     string3 = " ";
                 }
 
-                glColor4f(0, 0, 0, tutorialopac);
-                text->glPrintOutline(screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024 - 4, screenheight / 16 - 4 + screenheight * 4 / 5, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
-                text->glPrintOutline(screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024 - 4, screenheight / 16 - 4 + screenheight * 4 / 5 - 20 * screenwidth / 1024, string2, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
-                text->glPrintOutline(screenwidth / 2 - 7.6 * string3.size()*screenwidth / 1024 - 4, screenheight / 16 - 4 + screenheight * 4 / 5 - 40 * screenwidth / 1024, string3, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
-                glColor4f(1, 1, 1, tutorialopac);
-                text->glPrint(screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
-                text->glPrint(screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
-                text->glPrint(screenwidth / 2 - 7.6 * string3.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 40 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
+                text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
+                text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
+                text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * string3.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 40 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
 
                 string = "Press 'tab' to skip to the next item.";
                 string2 = "Press escape at any time to";
                 string3 = "pause or exit the tutorial.";
 
-                glColor4f(0, 0, 0, 1);
-                text->glPrintOutline(screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024 * .8 - 4, 0 - 4 + screenheight * 1 / 10, string, 1, 1.5 * 1.25 * screenwidth / 1024 * .8, screenwidth, screenheight);
-                text->glPrintOutline(screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024 * .8 - 4, 0 - 4 + screenheight * 1 / 10 - 20 * .8 * screenwidth / 1024, string2, 1, 1.5 * 1.25 * screenwidth / 1024 * .8, screenwidth, screenheight);
-                text->glPrintOutline(screenwidth / 2 - 7.6 * string3.size()*screenwidth / 1024 * .8 - 4, 0 - 4 + screenheight * 1 / 10 - 40 * .8 * screenwidth / 1024, string3, 1, 1.5 * 1.25 * screenwidth / 1024 * .8, screenwidth, screenheight);
-                glColor4f(0.5, 0.5, 0.5, 1);
-                text->glPrint(screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10, string, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
-                text->glPrint(screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 20 * .8 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
-                text->glPrint(screenwidth / 2 - 7.6 * string3.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 40 * .8 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
+                text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10, string, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
+                text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 20 * .8 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
+                text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string3.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 40 * .8 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
             }
 
             //Hot spots
@@ -927,10 +913,7 @@ int Game::DrawGLScene(StereoSide side)
                         int i = 0;
                         while (!done) {
                             if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') {
-                                glColor4f(0, 0, 0, tutorialopac);
-                                text->glPrintOutline(screenwidth / 2 - 7.6 * (i - lastline)*screenwidth / 1024 - 4, screenheight / 16 - 4 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
-                                glColor4f(1, 1, 1, tutorialopac);
-                                text->glPrint(screenwidth / 2 - 7.6 * (i - lastline)*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
+                                text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * (i - lastline)*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
                                 lastline = i + 1;
                                 line++;
                                 if (string[i] == '\0')
@@ -1014,10 +997,7 @@ int Game::DrawGLScene(StereoSide side)
                 string = std::string(tempname) + ": ";
 
                 if (Dialog::currentScene().color[0] + Dialog::currentScene().color[1] + Dialog::currentScene().color[2] < 1.5) {
-                    glColor4f(0, 0, 0, tutorialopac);
-                    text->glPrintOutline(startx - 2 * 7.6 * string.size()*screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
-                    glColor4f(0.7, 0.7, 0.7, tutorialopac);
-                    text->glPrint(startx - 2 * 7.6 * string.size()*screenwidth / 1024, starty, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
+                    text->glPrintOutlined(0.7, 0.7, 0.7, tutorialopac, startx - 2 * 7.6 * string.size()*screenwidth / 1024, starty, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
                 } else {
                     glColor4f(0, 0, 0, tutorialopac);
                     text->glPrintOutline(startx - 2 * 7.6 * string.size()*screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
@@ -1039,13 +1019,10 @@ int Game::DrawGLScene(StereoSide side)
                 while (!done) {
                     if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') {
                         if (Dialog::currentScene().color[0] + Dialog::currentScene().color[1] + Dialog::currentScene().color[2] < 1.5) {
-                            glColor4f(0, 0, 0, tutorialopac);
-                            text->glPrintOutline(startx/*-7.6*(i-lastline)*screenwidth/1024*/ - 4, starty - 4 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
-                            glColor4f(1, 1, 1, tutorialopac);
-                            text->glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/, starty - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
+                            text->glPrintOutlined(1, 1, 1, tutorialopac, startx, starty - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
                         } else {
                             glColor4f(0, 0, 0, tutorialopac);
-                            text->glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/, starty - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
+                            text->glPrint(startx, starty - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
                         }
                         lastline = i + 1;
                         line++;
@@ -1068,10 +1045,7 @@ int Game::DrawGLScene(StereoSide side)
                 } else {
                     string = "Score: " + to_string(int(bonustotal));
                 }
-                glColor4f(0, 0, 0, 1);
-                text->glPrintOutline(1024 / 40 - 4, 768 / 16 - 4 + 768 * 14 / 16, string, 1, 1.5 * 1.25, 1024, 768);
-                glColor4f(1, 0, 0, 1);
-                text->glPrint(1024 / 40, 768 / 16 + 768 * 14 / 16, string, 1, 1.5, 1024, 768);
+                text->glPrintOutlined(1, 0, 0, 1, 1024 / 40, 768 / 16 + 768 * 14 / 16, string, 1, 1.5, 1024, 768);
                 if (showdamagebar) {
                     glDisable(GL_DEPTH_TEST);
                     glDisable(GL_CULL_FACE);
@@ -1151,10 +1125,7 @@ int Game::DrawGLScene(StereoSide side)
 
                     // writing the numbers :
                     string = "Damages : " + to_string(int(Person::players[0]->damage)) + "/" + to_string(int(Person::players[0]->damagetolerance)) + " (" + to_string(int(Person::players[0]->bloodloss)) + ")";
-                    glColor4f(0, 0, 0, 1);
-                    text->glPrintOutline(1024 / 40 - 4, 768 / 16 - 4 + 768 * 14 / 16 - 40, string, 1, 1.5 * 1.25, 1024, 768);
-                    glColor4f(1, 0, 0, 1);
-                    text->glPrint(1024 / 40, 768 / 16 + 768 * 14 / 16 - 40, string, 1, 1.5, 1024, 768);
+                    text->glPrintOutlined(1, 0, 0, 1, 1024 / 40, 768 / 16 + 768 * 14 / 16 - 40, string, 1, 1.5, 1024, 768);
                 }
             }
 
@@ -1361,19 +1332,6 @@ int Game::DrawGLScene(StereoSide side)
             glDepthMask(1);
         }
 
-        if (!console) {
-            displaytime[0] = 0;
-            glEnable(GL_TEXTURE_2D);
-            glColor4f(1, 1, 1, 1);
-            for (unsigned i = 1; i < 15; i++)
-                if (displaytime[i] < 4)
-                    for (unsigned j = 0; j < displaytext[i].size(); j++) {
-                        glColor4f(1, 1, 1, 4 - displaytime[i]);
-                        string = std::string(1, displaytext[i][j]);
-                        text->glPrint(30 + j * 10, 30 + i * 20 + (screenheight - 330), string, 0, 1, screenwidth, screenheight);
-                    }
-        }
-
         if (difficulty < 2 && !Dialog::inDialog()) { // minimap
             float mapviewdist = 20000;
 
@@ -1415,15 +1373,15 @@ int Game::DrawGLScene(StereoSide side)
             glPopMatrix();
             glRotatef(Person::players[0]->lookyaw * -1 + 180, 0, 0, 1);
             glTranslatef(-(center.x / terrain.scale / 256 * -2 + 1), (center.z / terrain.scale / 256 * -2 + 1), 0);
-            for (int i = 0; i < objects.numobjects; i++) {
-                if (objects.type[i] == treetrunktype) {
-                    distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
+            for (int i = 0; i < Object::objects.size(); i++) {
+                if (Object::objects[i]->type == treetrunktype) {
+                    distcheck = distsq(&Person::players[0]->coords, &Object::objects[i]->position);
                     if (distcheck < mapviewdist) {
                         Mapcircletexture.bind();
                         glColor4f(0, .3, 0, opac * (1 - distcheck / mapviewdist));
                         glPushMatrix();
-                        glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0);
-                        glRotatef(objects.yaw[i], 0, 0, 1);
+                        glTranslatef(Object::objects[i]->position.x / terrain.scale / 256 * -2 + 1, Object::objects[i]->position.z / terrain.scale / 256 * 2 - 1, 0);
+                        glRotatef(Object::objects[i]->yaw, 0, 0, 1);
                         glScalef(.003, .003, .003);
                         glBegin(GL_QUADS);
                         glTexCoord2f(0, 0);
@@ -1438,15 +1396,15 @@ int Game::DrawGLScene(StereoSide side)
                         glPopMatrix();
                     }
                 }
-                if (objects.type[i] == boxtype) {
-                    distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
+                if (Object::objects[i]->type == boxtype) {
+                    distcheck = distsq(&Person::players[0]->coords, &Object::objects[i]->position);
                     if (distcheck < mapviewdist) {
                         Mapboxtexture.bind();
                         glColor4f(.4, .4, .4, opac * (1 - distcheck / mapviewdist));
                         glPushMatrix();
-                        glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0);
-                        glRotatef(objects.yaw[i], 0, 0, 1);
-                        glScalef(.01 * objects.scale[i], .01 * objects.scale[i], .01 * objects.scale[i]);
+                        glTranslatef(Object::objects[i]->position.x / terrain.scale / 256 * -2 + 1, Object::objects[i]->position.z / terrain.scale / 256 * 2 - 1, 0);
+                        glRotatef(Object::objects[i]->yaw, 0, 0, 1);
+                        glScalef(.01 * Object::objects[i]->scale, .01 * Object::objects[i]->scale, .01 * Object::objects[i]->scale);
                         glBegin(GL_QUADS);
                         glTexCoord2f(0, 0);
                         glVertex3f(-1, -1, 0.0f);
@@ -1900,11 +1858,9 @@ int Game::DrawGLScene(StereoSide side)
             if (consoleblink) {
                 text->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, "_", 0, 1, 1024, 768);
             }
-            for (unsigned i = 0; i < 15; i++)
-                for (unsigned j = 0; j < consoletext[i].size(); j++) {
-                    glColor4f(1, 1, 1, 1 - (float)(i) / 16);
-                    text->glPrint(30 + j * 10 - offset * 10, 30 + i * 20, std::string(1, consoletext[i][j]), 0, 1, 1024, 768);
-                }
+            for (unsigned i = 0; i < 15; i++) {
+                text->glPrint(30 - offset * 10, 30 + i * 20, consoletext[i], 0, 1, 1024, 768);
+            }
         }
     }