entity_t *ent = &cl_entities[0];
cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
// FIXME: this should be done at load
- Matrix4x4_CreateIdentity(&ent->render.matrix);
- Matrix4x4_CreateIdentity(&ent->render.inversematrix);
+ ent->render.matrix = identitymatrix;
+ ent->render.inversematrix = identitymatrix;
R_LerpAnimation(&ent->render);
CL_BoundingBoxForEntity(&ent->render);
ent->render.flags = RENDER_SHADOW;
return;
// cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
// FIXME: this should be done at load
- Matrix4x4_CreateIdentity(&ent->render.matrix);
- Matrix4x4_CreateIdentity(&ent->render.inversematrix);
+ ent->render.matrix = identitymatrix;
+ ent->render.inversematrix = identitymatrix;
R_LerpAnimation(&ent->render);
CL_BoundingBoxForEntity(&ent->render);
ent->render.flags = RENDER_SHADOW;
r_refdef.time = cl.time;
r_refdef.extraupdate = !r_speeds.integer;
r_refdef.numentities = 0;
- Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
+ r_refdef.viewentitymatrix = identitymatrix;
cl_num_brushmodel_entities = 0;
if (cls.state == ca_connected && cls.signon == SIGNONS)