m.tex[0] = texture;
R_Mesh_State(&m);
- 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;
- // 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[2] = origin[2] + frame->down * up[2] - frame->left * left[2];
- varray_vertex[4] = origin[0] + frame->up * up[0] - frame->left * left[0];
- varray_vertex[5] = origin[1] + frame->up * up[1] - frame->left * left[1];
- varray_vertex[6] = origin[2] + frame->up * up[2] - frame->left * left[2];
- varray_vertex[8] = origin[0] + frame->up * up[0] - frame->right * left[0];
- varray_vertex[9] = origin[1] + frame->up * up[1] - frame->right * left[1];
- varray_vertex[10] = origin[2] + frame->up * up[2] - frame->right * left[2];
- 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);
+ // FIXME: negate left and right in loader
+ R_DrawSpriteMesh(origin, left, up, frame->left, frame->right, frame->down, frame->up);
}
void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
#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;