Cvar_RegisterVariable(&crosshair_static);
}
-void R_DrawCrosshairSprite(rtexture_t *texture, vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
-{
- rmeshstate_t m;
- float diff[3];
-
- if (fogenabled)
- {
- VectorSubtract(origin, r_origin, diff);
- ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
- }
-
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.depthdisable = true;
- m.tex[0] = R_GetTexture(texture);
- R_Mesh_Matrix(&r_identitymatrix);
- R_Mesh_State(&m);
-
- GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
- R_DrawSpriteMesh(origin, vright, vup, scale, -scale, -scale, scale);
-}
-
void R_GetCrosshairColor(float *out)
{
int i;
spritescale = CL_TraceLine(v1, v2, spriteorigin, NULL, 0, true, NULL) * (8192.0f / 40.0f) * crosshair_size.value;
// draw the sprite
- R_DrawCrosshairSprite(pic->tex, spriteorigin, spritescale, color[0], color[1], color[2], color[3]);
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE, pic->tex, true, spriteorigin, vright, vup, spritescale, -spritescale, -spritescale, spritescale, color[0], color[1], color[2], color[3]);
}
void R_Draw2DCrosshair(void)