}
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);
- if (R_Mesh_Draw_GetBuffer(&m))
+ Matrix4x4_CreateIdentity(&m.matrix);
+ if (R_Mesh_Draw_GetBuffer(&m, false))
{
m.index[0] = 0;
m.index[1] = 1;
m.color[0] = m.color[4] = m.color[8] = m.color[12] = cr * m.colorscale;
m.color[1] = m.color[5] = m.color[9] = m.color[13] = cg * m.colorscale;
m.color[2] = m.color[6] = m.color[10] = m.color[14] = cb * m.colorscale;
- m.color[3] = m.color[7] = m.color[11] = m.color[15] = ca * m.colorscale;
+ m.color[3] = m.color[7] = m.color[11] = m.color[15] = ca;
m.texcoords[0][0] = 0;
m.texcoords[0][1] = 0;
m.texcoords[0][2] = 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();
}
}