R_Mesh_Matrix(&r_identitymatrix);
R_Mesh_State(&m);
viewdist = DotProduct(r_origin, vpn);
- varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 0;
- varray_texcoord[0][ 4] = 0;varray_texcoord[0][ 5] = 1;
- varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 1;
- varray_texcoord[0][12] = 1;varray_texcoord[0][13] = 0;
for (i = 0;i < r_numdlights;i++)
{
rd = r_dlight + i;
scale = rd->cullradius * 0.25f;
if (gl_flashblend.integer)
scale *= 2.0f;
- varray_vertex[0] = rd->origin[0] - vright[0] * scale - vup[0] * scale;
- varray_vertex[1] = rd->origin[1] - vright[1] * scale - vup[1] * scale;
- varray_vertex[2] = rd->origin[2] - vright[2] * scale - vup[2] * scale;
- varray_vertex[4] = rd->origin[0] - vright[0] * scale + vup[0] * scale;
- varray_vertex[5] = rd->origin[1] - vright[1] * scale + vup[1] * scale;
- varray_vertex[6] = rd->origin[2] - vright[2] * scale + vup[2] * scale;
- varray_vertex[8] = rd->origin[0] + vright[0] * scale + vup[0] * scale;
- varray_vertex[9] = rd->origin[1] + vright[1] * scale + vup[1] * scale;
- varray_vertex[10] = rd->origin[2] + vright[2] * scale + vup[2] * scale;
- varray_vertex[12] = rd->origin[0] + vright[0] * scale - vup[0] * scale;
- varray_vertex[13] = rd->origin[1] + vright[1] * scale - vup[1] * scale;
- varray_vertex[14] = rd->origin[2] + vright[2] * scale - vup[2] * scale;
- R_Mesh_Draw(4, 2, polygonelements);
+ R_DrawSpriteMesh(rd->origin, vright, vup, scale, -scale, -scale, scale);
}
}
}
{
mleaf_t *leaf;
leaf = Mod_PointInLeaf(p, cl.worldmodel);
- if (!leaf || leaf->contents == CONTENTS_SOLID || r_fullbright.integer || !cl.worldmodel->lightdata || ent->effects & EF_FULLBRIGHT)
+ if (!leaf || leaf->contents == CONTENTS_SOLID || !cl.worldmodel->lightdata)
{
color[0] = color[1] = color[2] = 1;
return;
// scale of the model's coordinate space, to alter light attenuation to match
// make the mscale squared so it can scale the squared distance results
mscale = ent->scale * ent->scale;
- if ((maxnearlights != 0) && !r_fullbright.integer && !(ent->effects & EF_FULLBRIGHT))
+ if (r_fullbright.integer || (ent->effects & EF_FULLBRIGHT))
+ VectorSet(basecolor, 1, 1, 1);
+ else if (maxnearlights == 0 && r_shadow_lightingmode < 2)
+ R_CompleteLightPoint (basecolor, ent->origin, true, NULL);
+ else
{
R_ModelLightPoint(ent, basecolor, ent->origin);
}
}
}
- else
- R_CompleteLightPoint (basecolor, ent->origin, true, NULL);
basecolor[0] *= colorr;
basecolor[1] *= colorg;
basecolor[2] *= colorb;
VectorCopy(basecolor, color);
for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
{
- VectorSubtract(nl->origin, av, v);
+ VectorSubtract(av, nl->origin, v);
// directional shading
dot = DotProduct(avn,v);
if (dot > 0)
VectorCopy(color, avc);
avc[3] = a;
avc += 4;
- av += 4;
- avn += 4;
+ av += 3;
+ avn += 3;
}
}
else