- VectorSubtract(r_origin, e->origin, centerdir);
- VectorNormalizeFast(centerdir);
- if (fogenabled)
- {
- for (i = 0, c = varray_color;i < EXPLOSIONVERTS;i++, c += 4)
- {
- VectorSubtract(e->vert[i], e->origin, diff);
- VectorNormalizeFast(diff);
- dist = (DotProduct(diff, centerdir) * 6.0f - 4.0f) * alpha;
- if (dist > 0)
- {
- // use inverse fog alpha
- VectorSubtract(e->vert[i], r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff,diff));
- dist = dist * ifog;
- if (dist < 0)
- dist = 0;
- else
- dist *= r_colorscale;
- }
- else
- dist = 0;
- c[0] = c[1] = c[2] = dist;
- c[3] = 1;
- }
- }
- else
- {
- for (i = 0, c = varray_color;i < EXPLOSIONVERTS;i++, c += 4)
- {
- VectorSubtract(e->vert[i], e->origin, diff);
- VectorNormalizeFast(diff);
- dist = (DotProduct(diff, centerdir) * 6.0f - 4.0f) * alpha;
- if (dist < 0)
- dist = 0;
- else
- dist *= r_colorscale;
- c[0] = c[1] = c[2] = dist;
- c[3] = 1;
- }
- }
- GL_UseColorArray();
+
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(explosiontexture);
+ m.pointer_texcoord[0] = explosiontexcoord2f[0];
+ m.pointer_vertex = e->vert[0];
+ R_Mesh_State(&m);
+
+ GL_Color(alpha, alpha, alpha, 1);
+
+ GL_LockArrays(0, numverts);