glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
}
- qglDrawArrays(GL_TRIANGLE_FAN, p->firstvert, p->verts);
+ qglDrawArrays(GL_POLYGON, p->firstvert, p->verts);
if (p->glowtexnum)
{
texnum = p->glowtexnum; // highly unlikely to match next poly, but...
glBindTexture(GL_TEXTURE_2D, texnum);
tpolytype = TPOLYTYPE_ADD; // might match next poly
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- qglDrawArrays(GL_TRIANGLE_FAN, p->firstvert, p->verts);
+ qglDrawArrays(GL_POLYGON, p->firstvert, p->verts);
}
}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glBegin(GL_QUADS);
break;
default:
- glBegin(GL_TRIANGLE_FAN);
+ glBegin(GL_POLYGON);
points = -1; // to force a reinit on the next poly
break;
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
points = -1;
- glBegin(GL_TRIANGLE_FAN);
+ glBegin(GL_POLYGON);
for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
{
glColor4ub(255,255,255,vert->a);
texnum = p->fogtexnum;
glBindTexture(GL_TEXTURE_2D, texnum);
}
- glBegin(GL_TRIANGLE_FAN);
+ glBegin(GL_POLYGON);
for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
{
VectorSubtract(vert->v, r_refdef.vieworg,diff);
else
{
glDisable(GL_TEXTURE_2D);
- glBegin(GL_TRIANGLE_FAN);
+ glBegin(GL_POLYGON);
for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
{
VectorSubtract(vert->v, r_refdef.vieworg,diff);