if (normal3f == NULL)
{
normal3f = varray_normal3f;
- Mod_BuildNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
+ Mod_BuildNormals(0, mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
}
R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f);
}
R_Mesh_State(&m);
c_alias_polys += mesh->num_triangles;
GL_LockArrays(0, mesh->num_vertices);
- R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+ R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
GL_LockArrays(0, 0);
m.tex[1] = 0;
m.pointer_texcoord[1] = NULL;
if (normal3f == NULL)
{
normal3f = varray_normal3f;
- Mod_BuildNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
+ Mod_BuildNormals(0, mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
}
R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f);
}
R_Mesh_State(&m);
c_alias_polys += mesh->num_triangles;
GL_LockArrays(0, mesh->num_vertices);
- R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+ R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
GL_LockArrays(0, 0);
}
if (normal3f == NULL)
{
normal3f = varray_normal3f;
- Mod_BuildNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
+ Mod_BuildNormals(0, mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
}
R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f);
}
R_Mesh_State(&m);
c_alias_polys += mesh->num_triangles;
GL_LockArrays(0, mesh->num_vertices);
- R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+ R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
GL_LockArrays(0, 0);
}
colorscale = 1;
m.texrgbscale[0] = 0;
+ m.pointer_color = NULL;
- if (texture->skin.glow)
+ if (doglow)
{
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
m.tex[0] = R_GetTexture(texture->skin.glow);
- m.pointer_color = NULL;
GL_Color(1, 1, 1, ent->alpha);
R_Mesh_State(&m);
c_alias_polys += mesh->num_triangles;
GL_LockArrays(0, mesh->num_vertices);
- R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+ R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
GL_LockArrays(0, 0);
}
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
m.tex[0] = R_GetTexture(texture->skin.fog);
- m.pointer_color = NULL;
GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], fog * ent->alpha);
R_Mesh_State(&m);
c_alias_polys += mesh->num_triangles;
GL_LockArrays(0, mesh->num_vertices);
- R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+ R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
GL_LockArrays(0, 0);
}
}
}
}
-void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
+void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist, int visiblelighting)
{
int c, meshnum;
float fog, ifog, lightcolorbase[3], lightcolorpants[3], lightcolorshirt[3];
tvector3f = varray_tvector3f;
normal3f = varray_normal3f;
Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
- Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_texcoord2f, mesh->data_element3i, svector3f, tvector3f, normal3f);
+ Mod_BuildTextureVectorsAndNormals(0, mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_texcoord2f, mesh->data_element3i, svector3f, tvector3f, normal3f);
}
c_alias_polys += mesh->num_triangles;
- R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorbase, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, (ent->colormap >= 0 || !texture->skin.merged) ? texture->skin.base : texture->skin.merged, texture->skin.nmap, texture->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
- if (ent->colormap >= 0)
- {
- if (texture->skin.pants && VectorLength2(lightcolorpants) >= 0.001)
- R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, texture->skin.pants, texture->skin.nmap, NULL, lightcubemap, ambientscale, diffusescale, 0);
- if (texture->skin.shirt && VectorLength2(lightcolorshirt) >= 0.001)
- R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, texture->skin.shirt, texture->skin.nmap, NULL, lightcubemap, ambientscale, diffusescale, 0);
- }
+ R_Shadow_RenderLighting(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorbase, lightcolorpants, lightcolorshirt, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, (ent->colormap >= 0 || !texture->skin.merged) ? texture->skin.base : texture->skin.merged, ent->colormap >= 0 ? texture->skin.pants : 0, ent->colormap >= 0 ? texture->skin.shirt : 0, texture->skin.nmap, texture->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
}
}