static rtexturepool_t *explosiontexturepool;
-cvar_t r_explosionclip = {CVAR_SAVE, "r_explosionclip", "1"};
-static cvar_t r_drawexplosions = {0, "r_drawexplosions", "1"};
+cvar_t r_explosionclip = {CVAR_SAVE, "r_explosionclip", "1", "enables collision detection for explosion shell (so that it flattens against walls and floors)"};
+static cvar_t r_drawexplosions = {0, "r_drawexplosions", "1", "enables rendering of explosion shells (see also cl_particles_explosions_shell)"};
static void r_explosion_start(void)
{
R_RegisterModule("R_Explosions", r_explosion_start, r_explosion_shutdown, r_explosion_newmap);
}
-void R_NewExplosion(vec3_t org)
+void R_NewExplosion(const vec3_t org)
{
int i, j;
float dist, n;
}
}
-static void R_DrawExplosionCallback(const void *calldata1, int calldata2)
+static void R_DrawExplosion_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
{
+ const explosion_t *e = explosion + surfacenumber;
int numtriangles, numverts;
float alpha;
rmeshstate_t m;
- const explosion_t *e;
- e = (explosion_t *)calldata1;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
- R_Mesh_Matrix(&r_identitymatrix);
+ R_Mesh_Matrix(&identitymatrix);
numtriangles = EXPLOSIONTRIS;
numverts = EXPLOSIONVERTS;
alpha = e->alpha;
+ R_Mesh_VertexPointer(e->vert[0]);
+ R_Mesh_ColorPointer(NULL);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(explosiontexture);
m.pointer_texcoord[0] = explosiontexcoord2f[0];
- m.pointer_vertex = e->vert[0];
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_Color(alpha, alpha, alpha, 1);
return;
for (i = 0;i < MAX_EXPLOSIONS;i++)
if (r_refdef.time < explosion[i].endtime)
- R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosionCallback, &explosion[i], 0);
+ R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosion_TransparentCallback, NULL, i, NULL);
}