GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(true);
GL_CullFace(r_refdef.view.cullface_back);
- R_Mesh_Matrix(&identitymatrix);
+ R_EntityMatrix(&identitymatrix);
- R_SetupGenericShader(true);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
- R_Mesh_TexBind(0, R_GetTexture(explosiontexture));
+ R_SetupShader_Generic(explosiontexture, NULL, GL_MODULATE, 1);
R_Mesh_TexCoordPointer(0, 2, explosiontexcoord2f[0], 0, 0);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{