qglColor4ub(c[0], c[1], c[2], c[3]);
if (gl_state.texture[0])
{
- v = varray_texcoord[j] + in * 2;
+ v = varray_texcoord[0] + in * 2;
qglTexCoord2f(v[0], v[1]);
}
v = varray_vertex + in * 4;
R_Mesh_Start(r_mesh_farclip);
}
+void R_Mesh_Matrix(const matrix4x4_t *matrix)
+{
+ if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
+ {
+ backend_modelmatrix = *matrix;
+ Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
+ Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
+ qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
+ }
+}
+
// sets up the requested state
void R_Mesh_State(const rmeshstate_t *m)
{
GL_SetupTextureState();
}
- //backendmatrix = m->matrix; // this copies the struct
- if (memcmp(&m->matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
- {
- backend_modelmatrix = m->matrix;
- Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, &m->matrix);
- Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
- qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
- }
-
overbright = false;
scaler = 1;
if (m->blendfunc1 == GL_DST_COLOR)