if (!r_lightningbeam_qmbtexture.integer && r_lightningbeamtexture == NULL)
r_lightningbeams_setuptexture();
- R_Mesh_VertexPointer(vertex3f);
+ R_Mesh_VertexPointer(vertex3f, 0, 0);
// FIXME: fixed function path can't properly handle r_view.colorscale > 1
if (r_refdef.fogenabled)
{
// per vertex colors if fog is used
- R_Mesh_ColorPointer(color4f);
+ R_Mesh_ColorPointer(color4f, 0, 0);
R_FogLightningBeam_Vertex3f_Color4f(vertex3f, color4f, 12, r_lightningbeam_color_red.value * r_view.colorscale, r_lightningbeam_color_green.value * r_view.colorscale, r_lightningbeam_color_blue.value * r_view.colorscale, 1);
}
else
{
// solid color if fog is not used
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_ColorPointer(NULL, 0, 0);
GL_Color(r_lightningbeam_color_red.value * r_view.colorscale, r_lightningbeam_color_green.value * r_view.colorscale, r_lightningbeam_color_blue.value * r_view.colorscale, 1);
}
memset(&m, 0, sizeof(m));
// draw the 3 polygons as one batch of 6 triangles using the 12 vertices
GL_LockArrays(0, 12);
- R_Mesh_Draw(0, 12, 6, r_lightningbeamelements);
+ R_Mesh_Draw(0, 12, 6, r_lightningbeamelements, 0, 0);
GL_LockArrays(0, 0);
}
}