R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
// look for embedded bmodels
- for (n = 0;n < cl_num_brushmodel_entities;n++)
+ for (n = 0;n < cl.num_brushmodel_entities;n++)
{
- ent = &cl_entities[cl_brushmodel_entities[n]].render;
+ ent = &cl.entities[cl.brushmodel_entities[n]].render;
model = ent->model;
if (model && model->name[0] == '*')
{
static void R_DrawPortal_Callback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
{
const mportal_t *portal = (mportal_t *)ent;
- int i;
+ int i, numpoints;
float *v;
rmeshstate_t m;
+ float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthTest(true);
+ qglDisable(GL_CULL_FACE);
R_Mesh_Matrix(&identitymatrix);
+ numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
+
memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
+ m.pointer_vertex = vertex3f;
R_Mesh_State(&m);
i = surfacenumber;
((i & 0x0038) >> 3) * (1.0f / 7.0f),
((i & 0x01C0) >> 6) * (1.0f / 7.0f),
0.125f);
- if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
- {
- for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
- VectorCopy(portal->points[i].position, v);
- }
- else
- for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
- VectorCopy(portal->points[i].position, v);
- GL_LockArrays(0, portal->numpoints);
- R_Mesh_Draw(0, portal->numpoints, portal->numpoints - 2, polygonelements);
- GL_LockArrays(0, 0);
+ for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
+ VectorCopy(portal->points[i].position, v);
+ R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements);
+ qglEnable(GL_CULL_FACE);
}
// LordHavoc: this is just a nice debugging tool, very slow
int surfacelistindex;
float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
texture_t *texture;
- r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+ r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
}
R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist);
- r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
+ r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
}
extern float *rsurface_vertex3f;
extern float *rsurface_svector3f;
extern float *rsurface_tvector3f;
extern float *rsurface_normal3f;
-extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
+extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents);
void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
{
texture = surface->texture;//R_FetchAliasSkin(ent, surface->groupmesh);
if (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT) || !surface->num_triangles)
continue;
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
// identify lit faces within the bounding box
R_Shadow_PrepareShadowMark(surface->groupmesh->num_triangles);
R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);