GL_CullFace(r_refdef.view.cullface_back);
R_EntityMatrix(&identitymatrix);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
R_SetupShader_Generic(explosiontexture, NULL, GL_MODULATE, 1);
+ R_Mesh_TexCoordPointer(0, 2, explosiontexcoord2f[0], 0, 0);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
const explosion_t *e = explosion + surfacelist[surfacelistindex];
- // FIXME: this can't properly handle r_refdef.view.colorscale > 1
+ R_Mesh_VertexPointer(e->vert[0], 0, 0);
+ // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
GL_Color(e->alpha * r_refdef.view.colorscale, e->alpha * r_refdef.view.colorscale, e->alpha * r_refdef.view.colorscale, 1);
- R_Mesh_PrepareVertices_Generic_Arrays(numverts, e->vert[0], NULL, explosiontexcoord2f[0]);
- R_Mesh_Draw(0, numverts, 0, numtriangles, NULL, NULL, 0, explosiontris[0], NULL, 0);
+ R_Mesh_Draw(0, numverts, 0, numtriangles, NULL, explosiontris[0], 0, 0);
}
}