}
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
m.depthdisable = true;
m.numtriangles = 2;
m.numverts = 4;
m.tex[0] = R_GetTexture(texture);
+ Matrix4x4_CreateIdentity(&m.matrix);
if (R_Mesh_Draw_GetBuffer(&m, false))
{
m.index[0] = 0;
m.vertex[12] = origin[0] + vright[0] * scale - vup[0] * scale;
m.vertex[13] = origin[1] + vright[1] * scale - vup[1] * scale;
m.vertex[14] = origin[2] + vright[2] * scale - vup[2] * scale;
+ R_Mesh_Render();
}
}