X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_sprites.c;h=df61d746e9e657918f46b5530e4fc5aecd051e1a;hb=e7e25bfbf3783834a75fabf6cb5a1c36a19c95ba;hp=1b728f561ba31daa1d096de0fbfa663799abd674;hpb=d9c2443445df49c61e0107ebcb7e5dc06d978b6c;p=xonotic%2Fdarkplaces.git diff --git a/r_sprites.c b/r_sprites.c index 1b728f56..df61d746 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -6,7 +6,7 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r { int i; model_t *model = ent->model; - vec3_t left, up, org, color, diffusecolor, diffusenormal, mforward, mleft, mup; + vec3_t left, up, org, mforward, mleft, mup; float scale; // nudge it toward the view to make sure it isn't in a wall @@ -66,19 +66,6 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r R_Mesh_Matrix(&identitymatrix); - if (!(ent->flags & RENDER_LIGHT)) - color[0] = color[1] = color[2] = 1; - else - { - vec3_t org; - Matrix4x4_OriginFromMatrix(&ent->matrix, org); - R_CompleteLightPoint(color, diffusecolor, diffusenormal, org, true); - VectorMA(color, 0.5f, diffusecolor, color); - } - color[0] *= ent->colormod[0]; - color[1] *= ent->colormod[1]; - color[2] *= ent->colormod[2]; - // LordHavoc: interpolated sprite rendering for (i = 0;i < 4;i++) { @@ -88,7 +75,7 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r texture_t *texture = &frame->texture; R_UpdateTextureInfo(ent, texture); // FIXME: negate left and right in loader - R_DrawSprite(texture->currentlayers[0].blendfunc1, texture->currentlayers[0].blendfunc2, frame->texture.currentskinframe->base, frame->texture.currentskinframe->fog, (ent->effects & EF_NODEPTHTEST), org, left, up, frame->left, frame->right, frame->down, frame->up, color[0], color[1], color[2], ent->alpha * ent->frameblend[i].lerp); + R_DrawSprite(texture->currentlayers[0].blendfunc1, texture->currentlayers[0].blendfunc2, frame->texture.currentskinframe->base, frame->texture.currentskinframe->fog, (ent->effects & EF_NODEPTHTEST), org, left, up, frame->left, frame->right, frame->down, frame->up, texture->currentlayers[0].color[0], texture->currentlayers[0].color[1], texture->currentlayers[0].color[2], ent->alpha * ent->frameblend[i].lerp); } } }