#ifdef MAX_EXPLOSIONS
static cvar_t r_drawexplosions = {0, "r_drawexplosions", "1", "enables rendering of explosion shells (see also cl_particles_explosions_shell)"};
+extern qboolean r_loadfog;
static void r_explosion_start(void)
{
int x, y;
- unsigned char noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
+ static unsigned char noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
explosiontexturepool = R_AllocTexturePool();
+ explosiontexture = NULL;
+ explosiontexturefog = NULL;
fractalnoise(&noise1[0][0], 128, 32);
fractalnoise(&noise2[0][0], 128, 4);
fractalnoise(&noise3[0][0], 128, 4);
data[y][x][3] = bound(0, a, 255);
}
}
- explosiontexture = R_LoadTexture2D(explosiontexturepool, "explosiontexture", 128, 128, &data[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_FORCELINEAR, NULL);
- for (y = 0;y < 128;y++)
- for (x = 0;x < 128;x++)
- data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
- explosiontexturefog = R_LoadTexture2D(explosiontexturepool, "explosiontexturefog", 128, 128, &data[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_FORCELINEAR, NULL);
+ explosiontexture = R_LoadTexture2D(explosiontexturepool, "explosiontexture", 128, 128, &data[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
+ if (r_loadfog)
+ {
+ for (y = 0;y < 128;y++)
+ for (x = 0;x < 128;x++)
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
+ explosiontexturefog = R_LoadTexture2D(explosiontexturepool, "explosiontexture_fog", 128, 128, &data[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
+ }
// note that explosions survive the restart
}
{
int surfacelistindex = 0;
const int numtriangles = EXPLOSIONTRIS, numverts = EXPLOSIONVERTS;
- rmeshstate_t m;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthRange(0, 1);
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(true);
GL_CullFace(r_refdef.view.cullface_back);
- R_Mesh_Matrix(&identitymatrix);
+ R_EntityMatrix(&identitymatrix);
- R_SetupGenericShader(true);
R_Mesh_ColorPointer(NULL, 0, 0);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(explosiontexture);
- m.pointer_texcoord[0] = explosiontexcoord2f[0];
- R_Mesh_TextureState(&m);
+ R_Mesh_ResetTextureState();
+ R_SetupShader_Generic(explosiontexture, NULL, GL_MODULATE, 1);
+ R_Mesh_TexCoordPointer(0, 2, explosiontexcoord2f[0], 0, 0);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
const explosion_t *e = explosion + surfacelist[surfacelistindex];