int i;
model_t *model = ent->model;
vec3_t left, up, org, color, diffusecolor, diffusenormal, mforward, mleft, mup;
- mspriteframe_t *frame;
float scale;
// nudge it toward the view to make sure it isn't in a wall
{
if (ent->frameblend[i].lerp >= 0.01f)
{
- frame = model->sprite.sprdata_frames + ent->frameblend[i].frame;
+ mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].frame;
+ texture_t *texture = &frame->texture;
+ R_UpdateTextureInfo(ent, texture);
// FIXME: negate left and right in loader
- R_DrawSprite(GL_SRC_ALPHA, (ent->effects & EF_ADDITIVE) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, frame->skin.base, frame->skin.fog, (ent->effects & EF_NODEPTHTEST), org, left, up, frame->left, frame->right, frame->down, frame->up, color[0], color[1], color[2], ent->alpha * ent->frameblend[i].lerp);
+ R_DrawSprite(texture->currentlayers[0].blendfunc1, texture->currentlayers[0].blendfunc2, frame->texture.currentskinframe->base, frame->texture.currentskinframe->fog, (ent->effects & EF_NODEPTHTEST), org, left, up, frame->left, frame->right, frame->down, frame->up, color[0], color[1], color[2], ent->alpha * ent->frameblend[i].lerp);
}
}
}