qglViewport(r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_Color(1, 1, 1, 1);
- R_Mesh_Draw(4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
c_bloomdraws++;
c_bloomdrawpixels += bloomwidth * bloomheight;
// render multiple times with a multiply blendfunc to raise to a power
GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
for (x = 1;x < r_bloom_power.integer;x++)
{
- R_Mesh_Draw(4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
c_bloomdraws++;
c_bloomdrawpixels += bloomwidth * bloomheight;
}
if (r < 0.01f)
continue;
GL_Color(r, r, r, 1);
- R_Mesh_Draw(4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
c_bloomdraws++;
c_bloomdrawpixels += bloomwidth * bloomheight;
GL_BlendFunc(GL_ONE, GL_ONE);
if (r < 0.01f)
continue;
GL_Color(r, r, r, 1);
- R_Mesh_Draw(4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
c_bloomdraws++;
c_bloomdrawpixels += bloomwidth * bloomheight;
GL_BlendFunc(GL_ONE, GL_ONE);
R_Mesh_State(&m);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_Color(1,1,1,1);
- R_Mesh_Draw(4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
c_bloomdraws++;
c_bloomdrawpixels += r_view_width * r_view_height;
// now blend on the bloom texture if multipass
R_Mesh_State(&m);
GL_BlendFunc(GL_ONE, GL_ONE);
GL_Color(1,1,1,1);
- R_Mesh_Draw(4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
c_bloomdraws++;
c_bloomdrawpixels += r_view_width * r_view_height;
}
R_Mesh_State(&m);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
- R_Mesh_Draw(4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
}
}
else
m.pointer_color = nomodelcolor4f;
R_Mesh_State(&m);
- R_Mesh_Draw(6, 8, nomodelelements);
+ R_Mesh_Draw(0, 6, 8, nomodelelements);
}
void R_DrawNoModel(entity_render_t *ent)
m.pointer_vertex = varray_vertex3f;
R_Mesh_State(&m);
GL_Color(cr, cg, cb, ca);
- R_Mesh_Draw(4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
}