GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
R_Mesh_Matrix(&identitymatrix);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_ColorPointer(NULL, 0, 0);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(explosiontexture);
m.pointer_texcoord[0] = explosiontexcoord2f[0];
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
const explosion_t *e = explosion + surfacelist[surfacelistindex];
- R_Mesh_VertexPointer(e->vert[0]);
+ R_Mesh_VertexPointer(e->vert[0], 0, 0);
// FIXME: fixed function path can't properly handle r_view.colorscale > 1
GL_Color(e->alpha * r_view.colorscale, e->alpha * r_view.colorscale, e->alpha * r_view.colorscale, 1);
GL_LockArrays(0, numverts);
- R_Mesh_Draw(0, numverts, numtriangles, explosiontris[0]);
+ R_Mesh_Draw(0, numverts, numtriangles, explosiontris[0], 0, 0);
GL_LockArrays(0, 0);
}
}