if (h == 0)
h = pic->height;
}
- varray_texcoord[0][0] = 0;varray_texcoord[0][1] = 0;
- varray_texcoord[0][2] = 1;varray_texcoord[0][3] = 0;
- varray_texcoord[0][4] = 1;varray_texcoord[0][5] = 1;
- varray_texcoord[0][6] = 0;varray_texcoord[0][7] = 1;
+ varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 0;
+ varray_texcoord[0][ 4] = 1;varray_texcoord[0][ 5] = 0;
+ varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 1;
+ varray_texcoord[0][12] = 0;varray_texcoord[0][13] = 1;
varray_vertex[ 0] = x ;varray_vertex[ 1] = y ;varray_vertex[ 2] = 10;
varray_vertex[ 4] = x+w;varray_vertex[ 5] = y ;varray_vertex[ 6] = 10;
varray_vertex[ 8] = x+w;varray_vertex[ 9] = y+h;varray_vertex[10] = 10;
t = (num >> 4)*0.0625f + (0.5f / 256.0f);
u = 0.0625f - (1.0f / 256.0f);
v = 0.0625f - (1.0f / 256.0f);
- at[0] = s ;at[1] = t ;
- at[2] = s+u;at[3] = t ;
- at[4] = s+u;at[5] = t+v;
- at[6] = s ;at[7] = t+v;
+ at[ 0] = s ;at[ 1] = t ;
+ at[ 4] = s+u;at[ 5] = t ;
+ at[ 8] = s+u;at[ 9] = t+v;
+ at[12] = s ;at[13] = t+v;
av[ 0] = x ;av[ 1] = y ;av[ 2] = 10;
av[ 4] = x+w;av[ 5] = y ;av[ 6] = 10;
av[ 8] = x+w;av[ 9] = y+h;av[10] = 10;
av[12] = x ;av[13] = y+h;av[14] = 10;
- at += 8;
+ at += 16;
av += 16;
batchcount++;
if (batchcount >= 128)
R_Mesh_TextureState(&m);
R_Mesh_ResizeCheck(mesh->numvertices);
memcpy(varray_vertex, mesh->vertices, sizeof(float[4]) * mesh->numvertices);
- memcpy(varray_texcoord[0], mesh->texcoords, sizeof(float[2]) * mesh->numvertices);
+ memcpy(varray_texcoord[0], mesh->texcoords, sizeof(float[4]) * mesh->numvertices);
memcpy(varray_color, mesh->colors, sizeof(float[4]) * mesh->numvertices);
GL_UseColorArray();
R_Mesh_Draw(mesh->numvertices, mesh->numtriangles, mesh->indices);
{
// we use one big triangle for all the screen blends
varray_texcoord[0][0] = 0;varray_texcoord[0][1] = 0;
- varray_texcoord[0][2] = 0;varray_texcoord[0][3] = 0;
varray_texcoord[0][4] = 0;varray_texcoord[0][5] = 0;
+ varray_texcoord[0][8] = 0;varray_texcoord[0][9] = 0;
varray_vertex[0] = -5000;varray_vertex[1] = -5000;varray_vertex[2] = 10;
varray_vertex[4] = 10000;varray_vertex[5] = -5000;varray_vertex[6] = 10;
varray_vertex[8] = -5000;varray_vertex[9] = 10000;varray_vertex[10] = 10;