3 void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, byte red, byte green, byte blue, int alpha)
6 alphaub = bound(0, alpha, 255);
7 transpolybegin(R_GetTexture(frame->texture), 0, R_GetTexture(frame->fogtexture), currententity->render.effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
8 transpolyvertub(origin[0] + frame->down * up[0] + frame->left * right[0], origin[1] + frame->down * up[1] + frame->left * right[1], origin[2] + frame->down * up[2] + frame->left * right[2], 0, 1, red, green, blue, alphaub);
9 transpolyvertub(origin[0] + frame->up * up[0] + frame->left * right[0], origin[1] + frame->up * up[1] + frame->left * right[1], origin[2] + frame->up * up[2] + frame->left * right[2], 0, 0, red, green, blue, alphaub);
10 transpolyvertub(origin[0] + frame->up * up[0] + frame->right * right[0], origin[1] + frame->up * up[1] + frame->right * right[1], origin[2] + frame->up * up[2] + frame->right * right[2], 1, 0, red, green, blue, alphaub);
11 transpolyvertub(origin[0] + frame->down * up[0] + frame->right * right[0], origin[1] + frame->down * up[1] + frame->right * right[1], origin[2] + frame->down * up[2] + frame->right * right[2], 1, 1, red, green, blue, alphaub);
21 void R_DrawSpriteModel (entity_t *e, frameblend_t *blend)
23 vec3_t right, up, org, color, mins, maxs;
27 VectorAdd (e->render.origin, e->render.model->mins, mins);
28 VectorAdd (e->render.origin, e->render.model->maxs, maxs);
30 if (R_VisibleCullBox (mins, maxs))
35 psprite = Mod_Extradata(e->render.model);
36 //psprite = e->model->cache.data;
38 if (psprite->type == SPR_ORIENTED)
39 { // bullet marks on walls
40 AngleVectors (e->render.angles, NULL, right, up);
41 VectorSubtract(e->render.origin, vpn, org);
46 VectorCopy(vright, right);
47 VectorCopy(e->render.origin, org);
49 if (e->render.scale != 1)
51 VectorScale(up, e->render.scale, up);
52 VectorScale(right, e->render.scale, right);
55 if (e->render.model->flags & EF_FULLBRIGHT || e->render.effects & EF_FULLBRIGHT)
57 color[0] = e->render.colormod[0] * 255;
58 color[1] = e->render.colormod[1] * 255;
59 color[2] = e->render.colormod[2] * 255;
62 R_CompleteLightPoint(color, e->render.origin, true);
64 colorub[0] = bound(0, color[0], 255);
65 colorub[1] = bound(0, color[1], 255);
66 colorub[2] = bound(0, color[2], 255);
68 // LordHavoc: interpolated sprite rendering
70 GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[0].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[0].lerp);
72 GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[1].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[1].lerp);
74 GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[2].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[2].lerp);
76 GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[3].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[3].lerp);