-void GL_DrawZymoticModelMesh(byte *colors, zymtype1header_t *m)
-{
- int i, c, *renderlist, *texturenum;
- if (!r_render.value)
- return;
- renderlist = (int *)(m->lump_render.start + (int) m);
- texturenum = (int *)(m->lump_shaders.start + (int) m);
- if (gl_vertexarrays.value)
- {
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
-
- qglColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
- glEnableClientState(GL_COLOR_ARRAY);
-
- qglTexCoordPointer(2, GL_FLOAT, 0, (float *)(m->lump_texcoords.start + (int) m));
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-
- for (i = 0;i < m->numshaders;i++)
- {
- c = (*renderlist++) * 3;
- glBindTexture(GL_TEXTURE_2D, *texturenum++);
- qglDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist);
- renderlist += c;
- }
-
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
- glDisableClientState(GL_COLOR_ARRAY);
-
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- else
- {
- int index;
- float *tex;
- tex = (float *)(m->lump_texcoords.start + (int) m);
-
- for (i = 0;i < m->numshaders;i++)
- {
- c = *renderlist++;
- glBindTexture(GL_TEXTURE_2D, *texturenum++);
- glBegin(GL_TRIANGLES);
- while (c--)
- {
- index = *renderlist++;
- glTexCoord2fv(tex + index*2);
- glColor4ubv(colors + index*4);
- glVertex3fv(aliasvert + index*3);
- index = *renderlist++;
- glTexCoord2fv(tex + index*2);
- glColor4ubv(colors + index*4);
- glVertex3fv(aliasvert + index*3);
- index = *renderlist++;
- glTexCoord2fv(tex + index*2);
- glColor4ubv(colors + index*4);
- glVertex3fv(aliasvert + index*3);
- }
- glEnd();
- }
- }
-}
-
-void GL_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m)