dlight_t r_shadow_bufferlight;
vec3_t r_editlights_cursorlocation;
-rtexture_t *lighttextures[5];
-
extern int con_vislines;
typedef struct cubemapinfo_s
void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
{
float scale = r_editlights_cursorgrid.value * 0.5f;
- R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[0]->tex, NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
}
void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
if (!light->shadow)
intensity *= 0.5f;
- R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[surfacenumber], NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacenumber]->tex, NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
}
void R_Shadow_DrawLightSprites(void)
{
int i;
- cachepic_t *pic;
dlight_t *light;
- for (i = 0;i < 5;i++)
- {
- lighttextures[i] = NULL;
- if ((pic = Draw_CachePic(va("gfx/crosshair%i", i + 1), true)))
- lighttextures[i] = pic->tex;
- }
-
for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
- R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, i % 5, &light->rtlight);
+ R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, i % NUMCROSSHAIRS, &light->rtlight);
R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
}