#include "quakedef.h"
#include "image.h"
-cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "4"};
-cvar_t r_lightningbeam_scroll = {CVAR_SAVE, "r_lightningbeam_scroll", "5"};
-cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "1024"};
-cvar_t r_lightningbeam_color_red = {CVAR_SAVE, "r_lightningbeam_color_red", "1"};
-cvar_t r_lightningbeam_color_green = {CVAR_SAVE, "r_lightningbeam_color_green", "1"};
-cvar_t r_lightningbeam_color_blue = {CVAR_SAVE, "r_lightningbeam_color_blue", "1"};
-cvar_t r_lightningbeam_qmbtexture = {CVAR_SAVE, "r_lightningbeam_qmbtexture", "0"};
-
-rtexture_t *r_lightningbeamtexture;
-rtexture_t *r_lightningbeamqmbtexture;
-rtexturepool_t *r_lightningbeamtexturepool;
-
-int r_lightningbeamelements[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
-
-void r_lightningbeams_start(void)
+cvar_t r_lightningbeam_thickness = {CF_CLIENT | CF_ARCHIVE, "r_lightningbeam_thickness", "8", "thickness of the lightning beam effect"};
+cvar_t r_lightningbeam_scroll = {CF_CLIENT | CF_ARCHIVE, "r_lightningbeam_scroll", "5", "speed of texture scrolling on the lightning beam effect"};
+cvar_t r_lightningbeam_repeatdistance = {CF_CLIENT | CF_ARCHIVE, "r_lightningbeam_repeatdistance", "128", "how far to stretch the texture along the lightning beam effect"};
+cvar_t r_lightningbeam_color_red = {CF_CLIENT | CF_ARCHIVE, "r_lightningbeam_color_red", "1", "color of the lightning beam effect"};
+cvar_t r_lightningbeam_color_green = {CF_CLIENT | CF_ARCHIVE, "r_lightningbeam_color_green", "1", "color of the lightning beam effect"};
+cvar_t r_lightningbeam_color_blue = {CF_CLIENT | CF_ARCHIVE, "r_lightningbeam_color_blue", "1", "color of the lightning beam effect"};
+cvar_t r_lightningbeam_qmbtexture = {CF_CLIENT | CF_ARCHIVE, "r_lightningbeam_qmbtexture", "0", "load the qmb textures/particles/lightning.pcx texture instead of generating one, can look better"};
+
+static texture_t cl_beams_externaltexture;
+static texture_t cl_beams_builtintexture;
+
+static void r_lightningbeams_start(void)
{
- r_lightningbeamtexturepool = R_AllocTexturePool();
- r_lightningbeamtexture = NULL;
- r_lightningbeamqmbtexture = NULL;
+ memset(&cl_beams_externaltexture, 0, sizeof(cl_beams_externaltexture));
+ memset(&cl_beams_builtintexture, 0, sizeof(cl_beams_builtintexture));
}
-void r_lightningbeams_setupqmbtexture(void)
+static void CL_Beams_SetupExternalTexture(void)
{
- r_lightningbeamqmbtexture = loadtextureimage(r_lightningbeamtexturepool, "textures/particles/lightning.pcx", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
- if (r_lightningbeamqmbtexture == NULL)
+ if (Mod_LoadTextureFromQ3Shader(r_main_mempool, "r_lightning.c", &cl_beams_externaltexture, "textures/particles/lightning", false, false, TEXF_ALPHA | TEXF_FORCELINEAR, MATERIALFLAG_WALL | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW))
Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false);
}
-void r_lightningbeams_setuptexture(void)
+static void CL_Beams_SetupBuiltinTexture(void)
{
-#if 0
-#define BEAMWIDTH 128
-#define BEAMHEIGHT 64
-#define PATHPOINTS 8
- int i, j, px, py, nearestpathindex, imagenumber;
- float particlex, particley, particlexv, particleyv, dx, dy, s, maxpathstrength;
- qbyte *pixels;
- int *image;
- struct {float x, y, strength;} path[PATHPOINTS], temppath;
-
- image = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
- pixels = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(qbyte[4]));
-
- for (imagenumber = 0, maxpathstrength = 0.0339476;maxpathstrength < 0.5;imagenumber++, maxpathstrength += 0.01)
- {
- for (i = 0;i < PATHPOINTS;i++)
- {
- path[i].x = lhrandom(0, 1);
- path[i].y = lhrandom(0.2, 0.8);
- path[i].strength = lhrandom(0, 1);
- }
- for (i = 0;i < PATHPOINTS;i++)
- {
- for (j = i + 1;j < PATHPOINTS;j++)
- {
- if (path[j].x < path[i].x)
- {
- temppath = path[j];
- path[j] = path[i];
- path[i] = temppath;
- }
- }
- }
- particlex = path[0].x;
- particley = path[0].y;
- particlexv = lhrandom(0, 0.02);
- particlexv = lhrandom(-0.02, 0.02);
- memset(image, 0, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
- for (i = 0;i < 65536;i++)
- {
- for (nearestpathindex = 0;nearestpathindex < PATHPOINTS;nearestpathindex++)
- if (path[nearestpathindex].x > particlex)
- break;
- nearestpathindex %= PATHPOINTS;
- dx = path[nearestpathindex].x + lhrandom(-0.01, 0.01);dx = bound(0, dx, 1) - particlex;if (dx < 0) dx += 1;
- dy = path[nearestpathindex].y + lhrandom(-0.01, 0.01);dy = bound(0, dy, 1) - particley;
- s = path[nearestpathindex].strength / sqrt(dx*dx+dy*dy);
- particlexv = particlexv /* (1 - lhrandom(0.08, 0.12))*/ + dx * s;
- particleyv = particleyv /* (1 - lhrandom(0.08, 0.12))*/ + dy * s;
- particlex += particlexv * maxpathstrength;particlex -= (int) particlex;
- particley += particleyv * maxpathstrength;particley = bound(0, particley, 1);
- px = particlex * BEAMWIDTH;
- py = particley * BEAMHEIGHT;
- if (px >= 0 && py >= 0 && px < BEAMWIDTH && py < BEAMHEIGHT)
- image[py*BEAMWIDTH+px] += 16;
- }
+ // beam direction is horizontal in the lightning texture
+ int texwidth = 128;
+ int texheight = 64;
+ float r, g, b, intensity, thickness = texheight * 0.25f, border = thickness + 2.0f, ithickness = 1.0f / thickness, center, n;
+ int x, y;
+ unsigned char *data;
+ skinframe_t *skinframe;
+ float centersamples[17][2];
- for (py = 0;py < BEAMHEIGHT;py++)
+ // make a repeating noise pattern for the beam path
+ for (x = 0; x < 16; x++)
{
- for (px = 0;px < BEAMWIDTH;px++)
- {
- pixels[(py*BEAMWIDTH+px)*4+0] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
- pixels[(py*BEAMWIDTH+px)*4+1] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
- pixels[(py*BEAMWIDTH+px)*4+2] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
- pixels[(py*BEAMWIDTH+px)*4+3] = 255;
- }
+ centersamples[x][0] = lhrandom(border, texheight - border);
+ centersamples[x][1] = lhrandom(0.2f, 1.00f);
}
+ centersamples[16][0] = centersamples[0][0];
+ centersamples[16][1] = centersamples[0][1];
- Image_WriteTGARGBA(va("lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels);
- }
-
- r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-
- Mem_Free(pixels);
- Mem_Free(image);
-#else
-#define BEAMWIDTH 64
-#define BEAMHEIGHT 128
- float r, g, b, intensity, fx, width, center;
- int x, y;
- qbyte *data, *noise1, *noise2;
-
- data = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * 4);
- noise1 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
- noise2 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
- fractalnoise(noise1, BEAMHEIGHT, BEAMHEIGHT / 8);
- fractalnoise(noise2, BEAMHEIGHT, BEAMHEIGHT / 16);
+ data = (unsigned char *)Mem_Alloc(tempmempool, texwidth * texheight * 4);
- for (y = 0;y < BEAMHEIGHT;y++)
+ // iterate by columns and draw the entire column of pixels
+ for (x = 0; x < texwidth; x++)
{
- width = 0.15;//((noise1[y * BEAMHEIGHT] * (1.0f / 256.0f)) * 0.1f + 0.1f);
- center = (noise1[y * BEAMHEIGHT + (BEAMHEIGHT / 2)] / 256.0f) * (1.0f - width * 2.0f) + width;
- for (x = 0;x < BEAMWIDTH;x++, fx++)
+ r = x * 16.0f / texwidth;
+ y = (int)r;
+ g = r - y;
+ center = centersamples[y][0] * (1.0f - g) + centersamples[y+1][0] * g;
+ n = centersamples[y][1] * (1.0f - g) + centersamples[y + 1][1] * g;
+ for (y = 0; y < texheight; y++)
{
- fx = (((float) x / BEAMWIDTH) - center) / width;
- intensity = 1.0f - sqrt(fx * fx);
+ intensity = 1.0f - fabs((y - center) * ithickness);
if (intensity > 0)
- intensity = pow(intensity, 2) * ((noise2[y * BEAMHEIGHT + x] * (1.0f / 256.0f)) * 0.33f + 0.66f);
- intensity = bound(0, intensity, 1);
- r = intensity * 1.0f;
- g = intensity * 1.0f;
- b = intensity * 1.0f;
- data[(y * BEAMWIDTH + x) * 4 + 0] = (qbyte)(bound(0, r, 1) * 255.0f);
- data[(y * BEAMWIDTH + x) * 4 + 1] = (qbyte)(bound(0, g, 1) * 255.0f);
- data[(y * BEAMWIDTH + x) * 4 + 2] = (qbyte)(bound(0, b, 1) * 255.0f);
- data[(y * BEAMWIDTH + x) * 4 + 3] = (qbyte)255;
+ {
+ intensity = pow(intensity * n, 2);
+ r = intensity * 1.000f * 255.0f;
+ g = intensity * 2.000f * 255.0f;
+ b = intensity * 4.000f * 255.0f;
+ data[(y * texwidth + x) * 4 + 2] = (unsigned char)(bound(0, r, 255));
+ data[(y * texwidth + x) * 4 + 1] = (unsigned char)(bound(0, g, 255));
+ data[(y * texwidth + x) * 4 + 0] = (unsigned char)(bound(0, b, 255));
+ }
+ else
+ intensity = 0.0f;
+ data[(y * texwidth + x) * 4 + 3] = (unsigned char)255;
}
}
- r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
- Mem_Free(noise1);
- Mem_Free(noise2);
+ skinframe = R_SkinFrame_LoadInternalBGRA("lightningbeam", TEXF_FORCELINEAR, data, texwidth, texheight, 0, 0, 0, false);
+ Mod_LoadCustomMaterial(r_main_mempool, &cl_beams_builtintexture, "cl_beams_builtintexture", 0, MATERIALFLAG_WALL | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW, skinframe);
Mem_Free(data);
-#endif
}
-void r_lightningbeams_shutdown(void)
+static void r_lightningbeams_shutdown(void)
{
- r_lightningbeamtexture = NULL;
- r_lightningbeamqmbtexture = NULL;
- R_FreeTexturePool(&r_lightningbeamtexturepool);
+ memset(&cl_beams_externaltexture, 0, sizeof(cl_beams_externaltexture));
+ memset(&cl_beams_builtintexture, 0, sizeof(cl_beams_builtintexture));
}
-void r_lightningbeams_newmap(void)
+static void r_lightningbeams_newmap(void)
{
+ if (cl_beams_externaltexture.currentskinframe)
+ R_SkinFrame_MarkUsed(cl_beams_externaltexture.currentskinframe);
+ if (cl_beams_builtintexture.currentskinframe)
+ R_SkinFrame_MarkUsed(cl_beams_builtintexture.currentskinframe);
}
void R_LightningBeams_Init(void)
Cvar_RegisterVariable(&r_lightningbeam_color_green);
Cvar_RegisterVariable(&r_lightningbeam_color_blue);
Cvar_RegisterVariable(&r_lightningbeam_qmbtexture);
- R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap);
+ R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap, NULL, NULL);
}
-void R_CalcLightningBeamPolygonVertex3f(float *v, const float *start, const float *end, const float *offset)
+static void CL_Beam_AddQuad(model_t *mod, msurface_t *surf, const vec3_t start, const vec3_t end, const vec3_t offset, float t1, float t2)
{
- // near right corner
- VectorAdd (start, offset, (v + 0));
- // near left corner
- VectorSubtract(start, offset, (v + 3));
- // far left corner
- VectorSubtract(end , offset, (v + 6));
- // far right corner
- VectorAdd (end , offset, (v + 9));
+ int e0, e1, e2, e3;
+ vec3_t n;
+ vec3_t dir;
+ float c[4];
+
+ Vector4Set(c, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1.0f);
+
+ VectorSubtract(end, start, dir);
+ CrossProduct(dir, offset, n);
+ VectorNormalize(n);
+
+ e0 = Mod_Mesh_IndexForVertex(mod, surf, start[0] + offset[0], start[1] + offset[1], start[2] + offset[2], n[0], n[1], n[2], t1, 0, 0, 0, c[0], c[1], c[2], c[3]);
+ e1 = Mod_Mesh_IndexForVertex(mod, surf, start[0] - offset[0], start[1] - offset[1], start[2] - offset[2], n[0], n[1], n[2], t1, 1, 0, 0, c[0], c[1], c[2], c[3]);
+ e2 = Mod_Mesh_IndexForVertex(mod, surf, end[0] - offset[0], end[1] - offset[1], end[2] - offset[2], n[0], n[1], n[2], t2, 1, 0, 0, c[0], c[1], c[2], c[3]);
+ e3 = Mod_Mesh_IndexForVertex(mod, surf, end[0] + offset[0], end[1] + offset[1], end[2] + offset[2], n[0], n[1], n[2], t2, 0, 0, 0, c[0], c[1], c[2], c[3]);
+ Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
+ Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
}
-void R_CalcLightningBeamPolygonTexCoord2f(float *tc, float t1, float t2)
+void CL_Beam_AddPolygons(const beam_t *b)
{
- if (r_lightningbeam_qmbtexture.integer)
- {
- // near right corner
- tc[0] = t1;tc[1] = 0;
- // near left corner
- tc[2] = t1;tc[3] = 1;
- // far left corner
- tc[4] = t2;tc[5] = 1;
- // far right corner
- tc[6] = t2;tc[7] = 0;
- }
- else
- {
- // near right corner
- tc[0] = 0;tc[1] = t1;
- // near left corner
- tc[2] = 1;tc[3] = t1;
- // far left corner
- tc[4] = 1;tc[5] = t2;
- // far right corner
- tc[6] = 0;tc[7] = t2;
- }
-}
-
-void R_FogLightningBeam_Vertex3f_Color4f(const float *v, float *c, int numverts, float r, float g, float b, float a)
-{
- int i;
- vec3_t fogvec;
- float ifog;
- for (i = 0;i < numverts;i++, v += 3, c += 4)
- {
- VectorSubtract(v, r_origin, fogvec);
- ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
- c[0] = r * ifog;
- c[1] = g * ifog;
- c[2] = b * ifog;
- c[3] = a;
- }
-}
-
-float beamrepeatscale;
-
-void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
-{
- const beam_t *b = calldata1;
- rmeshstate_t m;
- vec3_t beamdir, right, up, offset;
+ vec3_t beamdir, right, up, offset, start, end;
+ vec_t beamscroll = r_refdef.scene.time * -r_lightningbeam_scroll.value;
+ vec_t beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value;
float length, t1, t2;
+ model_t *mod;
+ msurface_t *surf;
- R_Mesh_Matrix(&r_identitymatrix);
+ if (r_lightningbeam_qmbtexture.integer && cl_beams_externaltexture.currentskinframe == NULL)
+ CL_Beams_SetupExternalTexture();
+ if (!r_lightningbeam_qmbtexture.integer && cl_beams_builtintexture.currentskinframe == NULL)
+ CL_Beams_SetupBuiltinTexture();
// calculate beam direction (beamdir) vector and beam length
// get difference vector
- VectorSubtract(b->end, b->start, beamdir);
+ CL_Beam_CalculatePositions(b, start, end);
+ VectorSubtract(end, start, beamdir);
// find length of difference vector
length = sqrt(DotProduct(beamdir, beamdir));
// calculate scale to make beamdir a unit vector (normalized)
// calculate up vector such that it points toward viewer, and rotates around the beamdir
// get direction from start of beam to viewer
- VectorSubtract(r_origin, b->start, up);
+ VectorSubtract(r_refdef.view.origin, start, up);
// remove the portion of the vector that moves along the beam
// (this leaves only a vector pointing directly away from the beam)
t1 = -DotProduct(up, beamdir);
VectorMA(up, t1, beamdir, up);
- // now we have a vector pointing away from the beam, now we need to normalize it
- VectorNormalizeFast(up);
- // generate right vector from forward and up, the result is already normalized
- // (CrossProduct returns a vector of multiplied length of the two inputs)
+ // generate right vector from forward and up, the result is unnormalized
CrossProduct(beamdir, up, right);
+ // now normalize the right vector and up vector
+ VectorNormalize(right);
+ VectorNormalize(up);
// calculate T coordinate scrolling (start and end texcoord along the beam)
- t1 = cl.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(b->start, beamdir);
- t1 = t1 - (int) t1;
+ t1 = beamscroll;
+ t1 = t1 - (int)t1;
t2 = t1 + beamrepeatscale * length;
// the beam is 3 polygons in this configuration:
// * 2
// * *
- // 1******
+ // 1*****
// * *
// * 3
// they are showing different portions of the beam texture, creating an
// (and realize that the whole polygon assembly orients itself to face
// the viewer)
- memset(&m, 0, sizeof(m));
- if (r_lightningbeam_qmbtexture.integer)
- m.tex[0] = R_GetTexture(r_lightningbeamqmbtexture);
- else
- m.tex[0] = R_GetTexture(r_lightningbeamtexture);
- m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Mesh_State_Texture(&m);
-
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- if (r_lightningbeam_qmbtexture.integer && r_lightningbeamqmbtexture == NULL)
- r_lightningbeams_setupqmbtexture();
- if (!r_lightningbeam_qmbtexture.integer && r_lightningbeamtexture == NULL)
- r_lightningbeams_setuptexture();
-
- // polygon 1, verts 0-3
- VectorScale(right, r_lightningbeam_thickness.value, offset);
- R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 0, b->start, b->end, offset);
- // polygon 2, verts 4-7
- VectorAdd(right, up, offset);
- VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
- R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 12, b->start, b->end, offset);
- // polygon 3, verts 8-11
- VectorSubtract(right, up, offset);
- VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
- R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 24, b->start, b->end, offset);
- R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 0, t1, t2);
- R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 8, t1 + 0.33, t2 + 0.33);
- R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 16, t1 + 0.66, t2 + 0.66);
- GL_VertexPointer(varray_vertex3f);
-
- if (fogenabled)
- {
- // per vertex colors if fog is used
- GL_ColorPointer(varray_color4f);
- R_FogLightningBeam_Vertex3f_Color4f(varray_vertex3f, varray_color4f, 12, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
- }
- else
- {
- // solid color if fog is not used
- GL_Color(r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
- }
-
- // draw the 3 polygons as one batch of 6 triangles using the 12 vertices
- R_Mesh_Draw(12, 6, r_lightningbeamelements);
-}
-
-void R_DrawLightningBeams(void)
-{
- int i;
- beam_t *b;
- vec3_t org;
-
- if (!cl_beams_polygons.integer)
- return;
-
- beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value;
- for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
- {
- if (b->model && b->endtime >= cl.time && b->lightning)
- {
- VectorAdd(b->start, b->end, org);
- VectorScale(org, 0.5f, org);
- R_MeshQueue_AddTransparent(org, R_DrawLightningBeamCallback, b, 0);
- }
- }
+ mod = CL_Mesh_Scene();
+ surf = Mod_Mesh_AddSurface(mod, r_lightningbeam_qmbtexture.integer ? &cl_beams_externaltexture : &cl_beams_builtintexture, false);
+ // polygon 1
+ VectorM(r_lightningbeam_thickness.value, right, offset);
+ CL_Beam_AddQuad(mod, surf, start, end, offset, t1, t2);
+ // polygon 2
+ VectorMAM(r_lightningbeam_thickness.value * 0.70710681f, right, r_lightningbeam_thickness.value * 0.70710681f, up, offset);
+ CL_Beam_AddQuad(mod, surf, start, end, offset, t1 + 0.33f, t2 + 0.33f);
+ // polygon 3
+ VectorMAM(r_lightningbeam_thickness.value * 0.70710681f, right, r_lightningbeam_thickness.value * -0.70710681f, up, offset);
+ CL_Beam_AddQuad(mod, surf, start, end, offset, t1 + 0.66f, t2 + 0.66f);
}
-