3 void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, byte red, byte green, byte blue, int alpha)
6 alphaub = bound(0, alpha, 255);
7 transpolybegin(R_GetTexture(frame->texture), 0, R_GetTexture(frame->fogtexture), currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
8 transpolyvertub(origin[0] + frame->down * up[0] + frame->left * right[0], origin[1] + frame->down * up[1] + frame->left * right[1], origin[2] + frame->down * up[2] + frame->left * right[2], 0, 1, red, green, blue, alphaub);
9 transpolyvertub(origin[0] + frame->up * up[0] + frame->left * right[0], origin[1] + frame->up * up[1] + frame->left * right[1], origin[2] + frame->up * up[2] + frame->left * right[2], 0, 0, red, green, blue, alphaub);
10 transpolyvertub(origin[0] + frame->up * up[0] + frame->right * right[0], origin[1] + frame->up * up[1] + frame->right * right[1], origin[2] + frame->up * up[2] + frame->right * right[2], 1, 0, red, green, blue, alphaub);
11 transpolyvertub(origin[0] + frame->down * up[0] + frame->right * right[0], origin[1] + frame->down * up[1] + frame->right * right[1], origin[2] + frame->down * up[2] + frame->right * right[2], 1, 1, red, green, blue, alphaub);
21 void R_DrawSpriteModel (entity_t *e, frameblend_t *blend)
23 vec3_t right, up, org, color;
27 // don't even bother culling, because it's just a single
28 // polygon without a surface cache
32 psprite = Mod_Extradata(e->model);
33 //psprite = e->model->cache.data;
35 if (psprite->type == SPR_ORIENTED)
36 { // bullet marks on walls
37 AngleVectors (e->angles, NULL, right, up);
38 VectorSubtract(e->origin, vpn, org);
43 VectorCopy(vright, right);
44 VectorCopy(e->origin, org);
48 VectorScale(up, e->scale, up);
49 VectorScale(right, e->scale, right);
52 if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT)
54 color[0] = e->colormod[0] * 255;
55 color[1] = e->colormod[1] * 255;
56 color[2] = e->colormod[2] * 255;
59 R_CompleteLightPoint(color, e->origin);
61 colorub[0] = bound(0, color[0], 255);
62 colorub[1] = bound(0, color[1], 255);
63 colorub[2] = bound(0, color[2], 255);
65 // LordHavoc: interpolated sprite rendering
67 GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[0].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->alpha*255*blend[0].lerp);
69 GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[1].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->alpha*255*blend[1].lerp);
71 GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[2].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->alpha*255*blend[2].lerp);
73 GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[3].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->alpha*255*blend[3].lerp);