float *av, *at;
int batchcount;
rmeshstate_t m;
+ float vertex3f[QUADELEMENTS_MAXQUADS*4*3];
+ float texcoord2f[QUADELEMENTS_MAXQUADS*4*2];
if (!r_refdef.draw2dstage)
{
GL_Color(red, green, blue, alpha);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
+ m.pointer_vertex = vertex3f;
m.pointer_color = NULL;
- m.pointer_texcoord[0] = varray_texcoord2f[0];
+ m.pointer_texcoord[0] = texcoord2f;
m.tex[0] = R_GetTexture(char_texture);
R_Mesh_State(&m);
- at = varray_texcoord2f[0];
- av = varray_vertex3f;
+ at = texcoord2f;
+ av = vertex3f;
batchcount = 0;
if (maxlen < 1)
R_Mesh_Draw(0, batchcount * 4, batchcount * 2, quadelements);
GL_LockArrays(0, 0);
batchcount = 0;
- at = varray_texcoord2f[0];
- av = varray_vertex3f;
+ at = texcoord2f;
+ av = vertex3f;
}
}
if (batchcount > 0)