memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.wantoverbright = false;
m.depthdisable = true;
m.tex[0] = R_GetTexture(texture);
R_Mesh_Matrix(&r_identitymatrix);
R_Mesh_State(&m);
- varray_element[0] = 0;
- varray_element[1] = 1;
- varray_element[2] = 2;
- varray_element[3] = 0;
- varray_element[4] = 2;
- varray_element[5] = 3;
- varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = cr * mesh_colorscale;
- varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = cg * mesh_colorscale;
- varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = cb * mesh_colorscale;
+ varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = cr * r_colorscale;
+ varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = cg * r_colorscale;
+ varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = cb * r_colorscale;
varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = ca;
varray_texcoord[0][0] = 0;
varray_texcoord[0][1] = 0;
varray_vertex[12] = origin[0] + vright[0] * scale - vup[0] * scale;
varray_vertex[13] = origin[1] + vright[1] * scale - vup[1] * scale;
varray_vertex[14] = origin[2] + vright[2] * scale - vup[2] * scale;
- R_Mesh_Draw(4, 2);
+ R_Mesh_Draw(4, 2, polygonelements);
}
void R_DrawCrosshair(void)