]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sprites.c
eliminated RENDER_NOCULLFACE (now uses MATERIALFLAG_NOCULLFACE on a texture)
[xonotic/darkplaces.git] / r_sprites.c
index 1b728f561ba31daa1d096de0fbfa663799abd674..df61d746e9e657918f46b5530e4fc5aecd051e1a 100644 (file)
@@ -6,7 +6,7 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r
 {
        int i;
        model_t *model = ent->model;
-       vec3_t left, up, org, color, diffusecolor, diffusenormal, mforward, mleft, mup;
+       vec3_t left, up, org, mforward, mleft, mup;
        float scale;
 
        // nudge it toward the view to make sure it isn't in a wall
@@ -66,19 +66,6 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r
 
        R_Mesh_Matrix(&identitymatrix);
 
-       if (!(ent->flags & RENDER_LIGHT))
-               color[0] = color[1] = color[2] = 1;
-       else
-       {
-               vec3_t org;
-               Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-               R_CompleteLightPoint(color, diffusecolor, diffusenormal, org, true);
-               VectorMA(color, 0.5f, diffusecolor, color);
-       }
-       color[0] *= ent->colormod[0];
-       color[1] *= ent->colormod[1];
-       color[2] *= ent->colormod[2];
-
        // LordHavoc: interpolated sprite rendering
        for (i = 0;i < 4;i++)
        {
@@ -88,7 +75,7 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r
                        texture_t *texture = &frame->texture;
                        R_UpdateTextureInfo(ent, texture);
                        // FIXME: negate left and right in loader
-                       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);
+                       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, texture->currentlayers[0].color[0], texture->currentlayers[0].color[1], texture->currentlayers[0].color[2], ent->alpha * ent->frameblend[i].lerp);
                }
        }
 }