R_ClipSpriteImage(org, right, up);
}
-//int spritepolyindex[6] = {0, 1, 2, 0, 2, 3};
+int spritepolyindex[6] = {0, 1, 2, 0, 2, 3};
void GL_DrawSpriteImage (int fog, mspriteframe_t *frame, int texture, vec3_t origin, vec3_t up, vec3_t right, float red, float green, float blue, float alpha)
{
|| (currentrenderentity->model->flags & EF_ADDITIVE)
|| fog)
m.blendfunc2 = GL_ONE;
- //m.numtriangles = 2;
- //m.index = spritepolyindex;
- //m.numverts = 4;
+ m.numtriangles = 2;
+ m.index = spritepolyindex;
+ m.numverts = 4;
m.vertex = &v[0][0];
- //m.vertexstep = sizeof(float[4]);
+ m.vertexstep = sizeof(float[4]);
m.cr = red;
m.cg = green;
m.cb = blue;
m.ca = alpha;
m.tex[0] = texture;
m.texcoords[0] = &st[0][0];
- //m.texcoordstep[0] = sizeof(float[2]);
+ m.texcoordstep[0] = sizeof(float[2]);
v[0][0] = origin[0] + frame->down * up[0] + frame->left * right[0];
v[0][1] = origin[1] + frame->down * up[1] + frame->left * right[1];
st[3][0] = 1;
st[3][1] = 1;
- R_Mesh_DrawDecal(&m);
+ R_Mesh_Draw(&m);
}
/*