R_Mesh_Matrix(&identitymatrix);
R_Mesh_ResetTextureState();
- R_Mesh_VertexPointer(particle_vertex3f);
- R_Mesh_TexCoordPointer(0, 2, particle_texcoord2f);
- R_Mesh_ColorPointer(particle_color4f);
+ R_Mesh_VertexPointer(particle_vertex3f, 0, 0);
+ R_Mesh_TexCoordPointer(0, 2, particle_texcoord2f, 0, 0);
+ R_Mesh_ColorPointer(particle_color4f, 0, 0);
GL_DepthMask(false);
GL_DepthTest(true);
GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
if (blendmode != p->type->blendmode)
{
if (batchcount > 0)
- R_Mesh_Draw(batchstart * 4, batchcount * 4, batchcount * 2, particle_element3i + batchstart * 6);
+ R_Mesh_Draw(batchstart * 4, batchcount * 4, batchcount * 2, particle_element3i + batchstart * 6, 0, 0);
batchcount = 0;
batchstart = surfacelistindex;
blendmode = p->type->blendmode;
if (texture != particletexture[p->texnum].texture)
{
if (batchcount > 0)
- R_Mesh_Draw(batchstart * 4, batchcount * 4, batchcount * 2, particle_element3i + batchstart * 6);
+ R_Mesh_Draw(batchstart * 4, batchcount * 4, batchcount * 2, particle_element3i + batchstart * 6, 0, 0);
batchcount = 0;
batchstart = surfacelistindex;
texture = particletexture[p->texnum].texture;
batchcount++;
}
if (batchcount > 0)
- R_Mesh_Draw(batchstart * 4, batchcount * 4, batchcount * 2, particle_element3i + batchstart * 6);
+ R_Mesh_Draw(batchstart * 4, batchcount * 4, batchcount * 2, particle_element3i + batchstart * 6, 0, 0);
GL_LockArrays(0, 0);
}