// if start and end of the range are the same, no randomization is done
{63, 63 /* tex_particle */}, //int tex[2];
// range of size values randomly chosen when spawning, plus size increase over time
- {1, 1, 1}, //float size[3];
+ {1, 1, 0.0f}, //float size[3];
// range of alpha values randomly chosen when spawning, plus alpha fade
{0.0f, 256.0f, 256.0f}, //float alpha[3];
// how long the particle should live (note it is also removed if alpha drops to 0)
{16777216.0f, 16777216.0f}, //float time[2];
// how much gravity affects this particle (negative makes it fly up!)
- 1.0f, //float gravity;
+ 0.0f, //float gravity;
// how much bounce the particle has when it hits a surface
// if negative the particle is removed on impact
0.0f, //float bounce;
{0.0f, 0.0f, 0.0f}, //float velocityoffset[3];
{0.0f, 0.0f, 0.0f}, //float originjitter[3];
{0.0f, 0.0f, 0.0f}, //float velocityjitter[3];
- 1.0f, //float velocitymultiplier;
+ 0.0f, //float velocitymultiplier;
// an effect can also spawn a dlight
0.0f, //float lightradiusstart;
0.0f, //float lightradiusfade;
// now render the decals all at once
// (this assumes they all use one particle font texture!)
GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
- R_SetupShader_Generic(particletexture[63].texture, NULL, GL_MODULATE, 1, false);
+ R_SetupShader_Generic(particletexture[63].texture, NULL, GL_MODULATE, 1, false, false);
R_Mesh_PrepareVertices_Generic_Arrays(numsurfaces * 4, particle_vertex3f, particle_color4f, particle_texcoord2f);
R_Mesh_Draw(0, numsurfaces * 4, 0, numsurfaces * 2, NULL, NULL, 0, particle_elements, NULL, 0);
}
if (texture != particletexture[p->texnum].texture)
{
texture = particletexture[p->texnum].texture;
- R_SetupShader_Generic(texture, NULL, GL_MODULATE, 1, false);
+ R_SetupShader_Generic(texture, NULL, GL_MODULATE, 1, false, false);
}
if (p->blendmode == PBLEND_INVMOD)