m.tex[0] = texture;
R_Mesh_State(&m);
- varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = red * r_colorscale;
- varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = green * r_colorscale;
- varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = blue * r_colorscale;
- varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = alpha;
- varray_texcoord[0][0] = 0;
- varray_texcoord[0][1] = 1;
- varray_texcoord[0][2] = 0;
- varray_texcoord[0][3] = 0;
- varray_texcoord[0][4] = 1;
- varray_texcoord[0][5] = 0;
- varray_texcoord[0][6] = 1;
- varray_texcoord[0][7] = 1;
+ varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 1;
+ varray_texcoord[0][ 4] = 0;varray_texcoord[0][ 5] = 0;
+ varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 0;
+ varray_texcoord[0][12] = 1;varray_texcoord[0][13] = 1;
// FIXME: negate left and right in loader
varray_vertex[0] = origin[0] + frame->down * up[0] - frame->left * left[0];
varray_vertex[1] = origin[1] + frame->down * up[1] - frame->left * left[1];
varray_vertex[12] = origin[0] + frame->down * up[0] - frame->right * left[0];
varray_vertex[13] = origin[1] + frame->down * up[1] - frame->right * left[1];
varray_vertex[14] = origin[2] + frame->down * up[2] - frame->right * left[2];
+ GL_Color(red * r_colorscale, green * r_colorscale, blue * r_colorscale, alpha);
R_Mesh_Draw(4, 2, polygonelements);
}
#endif
}
-/*
-=================
-R_DrawSpriteModel
-=================
-*/
-void R_DrawSpriteModel (entity_render_t *ent)
+void R_Model_Sprite_Draw(entity_render_t *ent)
{
if (ent->frameblend[0].frame < 0)
return;