rtexture_t *shirttexture = rsurface.texture->currentskinframe->shirt;
qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
- rmeshstate_t m;
ambientscale *= 2 * r_refdef.view.colorscale;
diffusescale *= 2 * r_refdef.view.colorscale;
ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
+ R_Mesh_TexBind(0, R_GetTexture(basetexture));
+ R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
+ R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
switch(r_shadow_rendermode)
{
case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(basetexture);
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.texmatrix[1] = rsurface.entitytoattenuationxyz;
- m.pointer_texcoord3f[1] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- R_Mesh_TextureState(&m);
+ R_Mesh_TexBindAll(1, 0, R_GetTexture(r_shadow_attenuation3dtexture), 0, 0);
+ R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
+ R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(basetexture);
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.texmatrix[1] = rsurface.entitytoattenuationxyz;
- m.pointer_texcoord3f[1] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.texmatrix[2] = rsurface.entitytoattenuationz;
- m.pointer_texcoord3f[2] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
- R_Mesh_TextureState(&m);
- break;
+ R_Mesh_TexBind(2, R_GetTexture(r_shadow_attenuation2dtexture));
+ R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
+ R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
+ // fall through
case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(basetexture);
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.texmatrix[1] = rsurface.entitytoattenuationxyz;
- m.pointer_texcoord3f[1] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- R_Mesh_TextureState(&m);
+ R_Mesh_TexBind(1, R_GetTexture(r_shadow_attenuation2dtexture));
+ R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
+ R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(basetexture);
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- R_Mesh_TextureState(&m);
break;
default:
break;