+ ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts);
+ ZymoticCalcNormal3f(numverts, varray_vertex3f, aliasvert_normal3f, ent->model->alias.zymnum_shaders, ent->model->alias.zymdata_renderlist);
+ if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, ifog * colorscale, ifog * colorscale, ifog * colorscale, ent->alpha, false))
+ {
+ mstate.pointer_color = varray_color4f;
+ R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f);
+ }
+ else
+ GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
+ R_Mesh_State(&mstate);
+ GL_LockArrays(0, numverts);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
+ c_alias_polys += numtriangles;
+
+ if (fog)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+
+ memset(&mstate, 0, sizeof(mstate));
+ // FIXME: need alpha mask for fogging...
+ //mstate.tex[0] = R_GetTexture(texture);
+ //mstate.pointer_texcoord = ent->model->alias.zymdata_texcoords;
+ mstate.pointer_vertex = varray_vertex3f;
+ R_Mesh_State(&mstate);
+
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha * fog);
+ ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts);
+ R_Mesh_State(&mstate);
+ GL_LockArrays(0, numverts);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
+ c_alias_polys += numtriangles;
+ }