trace_t trace;
prvm_edict_t *ent;
prvm_edict_t *ignore;
- int svent;
+ int svent = 0;
prog->xfunction->builtinsprofile += 600;
Matrix4x4_FromVectors(&matrix, forward, left, up, org);
R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &matrix, col, style, cubemapname, castshadow, coronaintensity, coronasizescale, ambientscale, diffusescale, specularscale, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
+ r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
prog->functions[prog->funcoffsets.CSQC_UpdateView].totaltime -= Sys_DoubleTime() - t;
}
else
if(!strcasecmp(c, "pl"))
dpsnprintf(t, sizeof(t), "%i", cl.scores[i].qw_packetloss);
+ else
+ if(!strcasecmp(c, "movementloss"))
+ dpsnprintf(t, sizeof(t), "%i", cl.scores[i].qw_movementloss);
else
if(!strcasecmp(c, "entertime"))
dpsnprintf(t, sizeof(t), "%f", cl.scores[i].qw_entertime);
if(polys->progstarttime != prog->starttime) // from other progs? won't draw these (this can cause crashes!)
return;
R_Mesh_ResetTextureState();
- R_Mesh_Matrix(&identitymatrix);
+ R_EntityMatrix(&identitymatrix);
GL_CullFace(GL_NONE);
R_Mesh_VertexPointer(polys->data_vertex3f, 0, 0);
R_Mesh_ColorPointer(polys->data_color4f, 0, 0);
R_Mesh_TexCoordPointer(0, 2, polys->data_texcoord2f, 0, 0);
- R_SetupGenericShader(true);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;)
{
GL_BlendFunc(GL_ONE_MINUS_DST_COLOR,GL_ONE);
else
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- R_Mesh_TexBind(0, R_GetTexture(tex));
+ R_SetupShader_Generic(tex, NULL, GL_MODULATE, 1);
numtriangles = 0;
for (;surfacelistindex < numsurfaces;surfacelistindex++)
{
sf = NULL;
if(*picname)
{
- tf = TEXF_PRECACHE | TEXF_ALPHA;
+ tf = TEXF_ALPHA;
if((int)PRVM_G_FLOAT(OFS_PARM1) & DRAWFLAG_MIPMAP)
tf |= TEXF_MIPMAP;
Matrix4x4_Accumulate(&blendedmatrix, &skeleton->relativetransforms[bonenum], retainfrac);
for (blendindex = 0;blendindex < numblends;blendindex++)
{
- Matrix4x4_FromArray12FloatD3D(&matrix, model->data_poses + 12 * (frameblend[blendindex].subframe * model->num_bones + bonenum));
+ Matrix4x4_FromBonePose6s(&matrix, model->num_posescale, model->data_poses6s + 6 * (frameblend[blendindex].subframe * model->num_bones + bonenum));
Matrix4x4_Accumulate(&blendedmatrix, &matrix, frameblend[blendindex].lerp);
}
skeleton->relativetransforms[bonenum] = blendedmatrix;
NULL, // #623
VM_CL_getextresponse, // #624 string getextresponse(void)
NULL, // #625
+NULL, // #626
+VM_sprintf, // #627 string sprintf(string format, ...)
+NULL, // #628
};
const int vm_cl_numbuiltins = sizeof(vm_cl_builtins) / sizeof(prvm_builtin_t);