int blendfunc1, blendfunc2;
// softwaretransformforentity(ent);
+ R_Mesh_Matrix(&ent->matrix);
fog = 0;
if (fogenabled)
m.blendfunc2 = blendfunc2;
m.wantoverbright = true;
m.tex[0] = R_GetTexture(r_notexture);
- m.matrix = ent->matrix;
R_Mesh_State(&m);
c_alias_polys += model->numtris;
m.blendfunc2 = blendfunc2;
m.wantoverbright = true;
m.tex[0] = R_GetTexture(skinframe->merged);
- m.matrix = ent->matrix;
R_Mesh_State(&m);
c_alias_polys += model->numtris;
m.blendfunc1 = blendfunc1;
m.blendfunc2 = blendfunc2;
m.wantoverbright = true;
- m.matrix = ent->matrix;
m.tex[0] = colormapped ? R_GetTexture(skinframe->base) : R_GetTexture(skinframe->merged);
if (m.tex[0])
{
m.blendfunc1 = blendfunc1;
m.blendfunc2 = blendfunc2;
m.wantoverbright = true;
- m.matrix = ent->matrix;
m.tex[0] = R_GetTexture(skinframe->pants);
if (m.tex[0])
{
m.blendfunc1 = blendfunc1;
m.blendfunc2 = blendfunc2;
m.wantoverbright = true;
- m.matrix = ent->matrix;
m.tex[0] = R_GetTexture(skinframe->shirt);
if (m.tex[0])
{
m.blendfunc1 = blendfunc1;
m.blendfunc2 = blendfunc2;
m.wantoverbright = true;
- m.matrix = ent->matrix;
m.tex[0] = R_GetTexture(skinframe->glow);
if (m.tex[0])
{
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
m.wantoverbright = false;
- m.matrix = ent->matrix;
m.tex[0] = R_GetTexture(skinframe->fog);
R_Mesh_State(&m);
int shadernum = calldata2;
int numverts, numtriangles;
+ R_Mesh_Matrix(&ent->matrix);
+
// find the vertex index list and texture
m = ent->model->zymdata_header;
renderlist = (int *)(m->lump_render.start + (int) m);
mstate.blendfunc2 = GL_ZERO;
}
mstate.tex[0] = R_GetTexture(texture);
- mstate.matrix = ent->matrix;
R_Mesh_State(&mstate);
c_alias_polys += numtriangles;
mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
// FIXME: need alpha mask for fogging...
//mstate.tex[0] = R_GetTexture(texture);
- mstate.matrix = ent->matrix;
R_Mesh_State(&mstate);
c_alias_polys += numtriangles;