m.texrgbscale[0] = 4;
}
}
- R_Mesh_State_Texture(&m);
+ m.pointer_vertex = varray_vertex3f;
+ R_Mesh_State(&m);
c_alias_polys += mesh->num_triangles;
- GL_VertexPointer(varray_vertex3f);
R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
if (layer->flags & ALIASLAYER_FOG)
{
GL_DepthMask(true);
}
GL_DepthTest(true);
- GL_VertexPointer(varray_vertex3f);
memset(&mstate, 0, sizeof(mstate));
colorscale = 1.0f;
}
mstate.tex[0] = R_GetTexture(texture);
mstate.pointer_texcoord[0] = ent->model->alias.zymdata_texcoords;
- R_Mesh_State_Texture(&mstate);
+ mstate.pointer_vertex = varray_vertex3f;
+ R_Mesh_State(&mstate);
ZymoticLerpBones(ent->model->alias.zymnum_bones, (zymbonematrix *) ent->model->alias.zymdata_poses, ent->frameblend, ent->model->alias.zymdata_bones);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthTest(true);
- GL_VertexPointer(varray_vertex3f);
memset(&mstate, 0, sizeof(mstate));
// FIXME: need alpha mask for fogging...
//mstate.tex[0] = R_GetTexture(texture);
//mstate.pointer_texcoord = ent->model->alias.zymdata_texcoords;
- R_Mesh_State_Texture(&mstate);
+ mstate.pointer_vertex = varray_vertex3f;
+ R_Mesh_State(&mstate);
GL_ColorPointer(NULL);
GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha * fog);