// Now that we've kicked center-hotspotted sprites, rotate using the appropriate matrix :)
// determine the angle of a sprite, we could only do that once though and
- // add a `qboolean initialized' to the mspriteframe_t struct... let's get the direction vector of it :)
+ // add a `qbool initialized' to the mspriteframe_t struct... let's get the direction vector of it :)
angle = atan(dir[1] / dir[0]) * 180.0f/M_PI;
break;
}
- // LordHavoc: interpolated sprite rendering
+ // LadyHavoc: interpolated sprite rendering
for (i = 0;i < MAX_FRAMEBLENDS;i++)
{
if (ent->frameblend[i].lerp >= 0.01f)
R_CalcSprite_Vertex3f(vertex3f, org, left, up, frame->left, frame->right, frame->down, frame->up);
- R_DrawCustomSurface_Texture(texture, &identitymatrix, texture->currentmaterialflags, 0, 4, 0, 2, false, false);
+ if (r_showspriteedges.integer)
+ for (i = 0; i < 4; i++)
+ R_DebugLine(vertex3f + i * 3, vertex3f + ((i + 1) % 4) * 3);
+
+ R_DrawCustomSurface_Texture(texture, &identitymatrix, texture->currentmaterialflags, 0, 4, 0, 2, false, false, false);
}
}