// update the inverse matrix for the renderer
Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
// update the animation blend state
- VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model);
+ VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
// we need the matrix origin to center the box
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
// update entity->render.scale because the renderer needs it
const matrix4x4_t *matrix;
matrix4x4_t blendmatrix, tempmatrix, matrix2;
int frame;
- float origin[3], angles[3], lerp;
+ vec_t origin[3], angles[3], lerp;
entity_t *t;
entity_render_t *r;
//entity_persistent_t *p = &e->persistent;
if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
{
matrix4x4_t dlightmatrix;
- float light[4];
+ vec4_t light;
VectorScale(e->state_current.light, (1.0f / 256.0f), light);
light[3] = e->state_current.light[3];
if (light[0] == 0 && light[1] == 0 && light[2] == 0)
e->render.flags |= RENDER_SHADOW;
VectorSet(e->render.colormod, 1, 1, 1);
VectorSet(e->render.glowmod, 1, 1, 1);
- VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model);
+ VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
e->render.allowdecals = true;
CL_UpdateRenderEntity(&e->render);
r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;