int edge = 0;
float dir_angle = 0.0f;
+ // R_GetCurrentTexture needs this
+ rsurface.entity = (entity_render_t *)ent;
+
// nudge it toward the view to make sure it isn't in a wall
Matrix4x4_ToVectors(&ent->matrix, mforward, mleft, mup, org);
VectorSubtract(org, r_refdef.view.forward, org);
R_Mesh_Matrix(&identitymatrix);
// LordHavoc: interpolated sprite rendering
- for (i = 0;i < 4;i++)
+ for (i = 0;i < MAX_FRAMEBLENDS;i++)
{
if (ent->frameblend[i].lerp >= 0.01f)
{
- mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].frame;
- texture_t *texture = R_GetCurrentTexture(model->data_textures + ent->frameblend[i].frame);
+ mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].subframe;
+ texture_t *texture = R_GetCurrentTexture(model->data_textures + ent->frameblend[i].subframe);
#if 0
vec3_t o, l, u;
#endif
}
}
}
+
+ rsurface.entity = NULL;
}
void R_Model_Sprite_Draw(entity_render_t *ent)
{
vec3_t org;
- if (ent->frameblend[0].frame < 0)
+ if (ent->frameblend[0].subframe < 0)
return;
Matrix4x4_OriginFromMatrix(&ent->matrix, org);