cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
cvar_t gl_fogend = {0, "gl_fogend","0"};
-cvar_t r_multitexture = {0, "r_multitexture", "1"};
+cvar_t r_textureunits = {0, "r_textureunits", "32"};
+
+void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
+{
+ int i;
+ for (i = 0;i < verts;i++)
+ {
+ out[0] = in[0] * r;
+ out[1] = in[1] * g;
+ out[2] = in[2] * b;
+ out[3] = in[3];
+ in += 4;
+ out += 4;
+ }
+}
+
+void R_FillColors(float *out, int verts, float r, float g, float b, float a)
+{
+ int i;
+ for (i = 0;i < verts;i++)
+ {
+ out[0] = r;
+ out[1] = g;
+ out[2] = b;
+ out[3] = a;
+ out += 4;
+ }
+}
/*
====================
Cvar_RegisterVariable (&r_wateralpha);
Cvar_RegisterVariable (&r_dynamic);
Cvar_RegisterVariable (&r_fullbright);
- Cvar_RegisterVariable (&r_multitexture);
+ Cvar_RegisterVariable (&r_textureunits);
if (gamemode == GAME_NEHAHRA)
Cvar_SetValue("r_fullbrights", 0);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
if (r_ambient.value != 0)
Cvar_Set ("r_ambient", "0");
}
- if (r_multitexture.integer && gl_textureunits < 2)
- Cvar_SetValue("r_multitexture", 0);
r_framecount++;
m.depthdisable = true; // magic
m.numtriangles = 1;
m.numverts = 3;
- if (R_Mesh_Draw_GetBuffer(&m))
+ if (R_Mesh_Draw_GetBuffer(&m, false))
{
m.index[0] = 0;
m.index[1] = 1;
m.vertex[8] = m.vertex[0] + vright[0] * r;
m.vertex[9] = m.vertex[1] + vright[1] * r;
m.vertex[10] = m.vertex[2] + vright[2] * r;
+ R_Mesh_Render();
}
}