GL_Color(red, green, blue, alpha);
- R_Mesh_VertexPointer(vertex3f);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_VertexPointer(vertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
R_Mesh_TexBind(0, R_GetTexture(char_texture));
- R_Mesh_TexCoordPointer(0, 2, texcoord2f);
+ R_Mesh_TexCoordPointer(0, 2, texcoord2f, 0, 0);
at = texcoord2f;
av = vertex3f;
if (batchcount >= QUADELEMENTS_MAXQUADS)
{
GL_LockArrays(0, batchcount * 4);
- R_Mesh_Draw(0, batchcount * 4, batchcount * 2, quadelements);
+ R_Mesh_Draw(0, batchcount * 4, batchcount * 2, quadelements, 0, 0);
GL_LockArrays(0, 0);
batchcount = 0;
at = texcoord2f;
if (batchcount > 0)
{
GL_LockArrays(0, batchcount * 4);
- R_Mesh_Draw(0, batchcount * 4, batchcount * 2, quadelements);
+ R_Mesh_Draw(0, batchcount * 4, batchcount * 2, quadelements, 0, 0);
GL_LockArrays(0, 0);
}
}
_DrawQ_ProcessDrawFlag(flags);
- R_Mesh_VertexPointer(floats);
- R_Mesh_ColorPointer(floats + 20);
+ R_Mesh_VertexPointer(floats, 0, 0);
+ R_Mesh_ColorPointer(floats + 20, 0, 0);
R_Mesh_ResetTextureState();
if (pic)
{
if (height == 0)
height = pic->height;
R_Mesh_TexBind(0, R_GetTexture(pic->tex));
- R_Mesh_TexCoordPointer(0, 2, floats + 12);
+ R_Mesh_TexCoordPointer(0, 2, floats + 12, 0, 0);
floats[12] = s1;floats[13] = t1;
floats[14] = s2;floats[15] = t2;
floats[16] = s4;floats[17] = t4;
floats[28] = r4;floats[29] = g4;floats[30] = b4;floats[31] = a4;
floats[32] = r3;floats[33] = g3;floats[34] = b3;floats[35] = a3;
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
}
void DrawQ_Mesh (drawqueuemesh_t *mesh, int flags)
{
_DrawQ_ProcessDrawFlag(flags);
- R_Mesh_VertexPointer(mesh->data_vertex3f);
- R_Mesh_ColorPointer(mesh->data_color4f);
+ R_Mesh_VertexPointer(mesh->data_vertex3f, 0, 0);
+ R_Mesh_ColorPointer(mesh->data_color4f, 0, 0);
R_Mesh_ResetTextureState();
R_Mesh_TexBind(0, R_GetTexture(mesh->texture));
- R_Mesh_TexCoordPointer(0, 2, mesh->data_texcoord2f);
+ R_Mesh_TexCoordPointer(0, 2, mesh->data_texcoord2f, 0, 0);
GL_LockArrays(0, mesh->num_vertices);
- R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+ R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, 0, 0);
GL_LockArrays(0, 0);
}
if (!vid_usinghwgamma)
{
// all the blends ignore depth
- R_Mesh_VertexPointer(blendvertex3f);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_VertexPointer(blendvertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
GL_DepthMask(true);
GL_DepthTest(false);
while (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
{
GL_Color(bound(0, c[0] - 1, 1), bound(0, c[1] - 1, 1), bound(0, c[2] - 1, 1), 1);
- R_Mesh_Draw(0, 3, 1, polygonelements);
+ R_Mesh_Draw(0, 3, 1, polygonelements, 0, 0);
VectorScale(c, 0.5, c);
}
}
{
GL_BlendFunc(GL_ONE, GL_ONE);
GL_Color(c[0], c[1], c[2], 1);
- R_Mesh_Draw(0, 3, 1, polygonelements);
+ R_Mesh_Draw(0, 3, 1, polygonelements, 0, 0);
}
}
}