memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.wantoverbright = false;
m.tex[0] = R_GetTexture(explosiontexture);
R_Mesh_Matrix(&r_identitymatrix);
R_Mesh_State(&m);
numtriangles = EXPLOSIONTRIS;
numverts = EXPLOSIONVERTS;
- R_Mesh_ResizeCheck(numverts, numtriangles);
+ R_Mesh_ResizeCheck(numverts);
- memcpy(varray_element, explosiontris, numtriangles * sizeof(int[3]));
for (i = 0, v = varray_vertex;i < numverts;i++, v += 4)
{
v[0] = e->vert[i][0];
if (dist < 0)
dist = 0;
else
- dist *= mesh_colorscale;
+ dist *= r_colorscale;
}
else
dist = 0;
if (dist < 0)
dist = 0;
else
- dist *= mesh_colorscale;
+ dist *= r_colorscale;
c[0] = c[1] = c[2] = dist;
c[3] = 1;
}
}
- R_Mesh_Draw(numverts, numtriangles);
+ GL_UseColorArray();
+ R_Mesh_Draw(numverts, numtriangles, explosiontris[0]);
}
void R_MoveExplosion(explosion_t *e)
VectorMA(e->vert[i], frametime, e->vertvel[i], end);
if (r_explosionclip.integer)
{
- if (CL_TraceLine(e->vert[i], end, impact, normal, 0, true) < 1)
+ if (CL_TraceLine(e->vert[i], end, impact, normal, 0, true, NULL) < 1)
{
// clip velocity against the wall
dot = DotProduct(e->vertvel[i], normal) * -1.125f;