t2f[6] = v[1];t2f[7] = tex->t1;
break;
}
+ if (r_showparticleedges.integer)
+ {
+ R_DebugLine(v3f, v3f + 3);
+ R_DebugLine(v3f + 3, v3f + 6);
+ R_DebugLine(v3f + 6, v3f + 9);
+ R_DebugLine(v3f + 9, v3f);
+ }
}
// now render batches of particles based on blendmode and texture