GL_Color(alpha, alpha, alpha, 1);
GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, explosiontris[0]);
+ R_Mesh_Draw(0, numverts, numtriangles, explosiontris[0]);
GL_LockArrays(0, 0);
}
if (!r_drawexplosions.integer)
return;
for (i = 0;i < MAX_EXPLOSIONS;i++)
- if (cl.time < explosion[i].endtime)
+ if (r_refdef.time < explosion[i].endtime)
R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosionCallback, &explosion[i], 0);
}