#define EXPLOSIONFADESTART (1.5f)
#define EXPLOSIONFADERATE (3.0f)
-float explosiontexcoords[EXPLOSIONVERTS][2];
+float explosiontexcoords[EXPLOSIONVERTS][4];
int explosiontris[EXPLOSIONTRIS][3];
int explosionnoiseindex[EXPLOSIONVERTS];
vec3_t explosionpoint[EXPLOSIONVERTS];
data[y][x][3] = bound(0, a, 255);
}
}
- explosiontexture = R_LoadTexture (explosiontexturepool, "explosiontexture", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE);
+ explosiontexture = R_LoadTexture2D(explosiontexturepool, "explosiontexture", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
for (y = 0;y < 128;y++)
for (x = 0;x < 128;x++)
data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
- explosiontexturefog = R_LoadTexture (explosiontexturepool, "explosiontexturefog", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE);
+ explosiontexturefog = R_LoadTexture2D(explosiontexturepool, "explosiontexturefog", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
// note that explosions survive the restart
}
int i;
float a, b, c;
i = row * (EXPLOSIONGRID + 1) + column;
- a = row * M_PI * 2 / EXPLOSIONGRID;
- b = column * M_PI * 2 / EXPLOSIONGRID;
+ a = ((double) row / EXPLOSIONGRID) * M_PI * 2;
+ b = (((double) column / EXPLOSIONGRID) + 0.5) * M_PI;
c = cos(b);
explosionpoint[i][0] = cos(a) * c;
explosionpoint[i][1] = sin(a) * c;
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.wantoverbright = false;
m.tex[0] = R_GetTexture(explosiontexture);
- Matrix4x4_CreateIdentity(&m.matrix);
+ R_Mesh_Matrix(&r_identitymatrix);
R_Mesh_State(&m);
numtriangles = EXPLOSIONTRIS;
numverts = EXPLOSIONVERTS;
- R_Mesh_ResizeCheck(numverts, numtriangles);
+ R_Mesh_ResizeCheck(numverts);
- memcpy(varray_element, explosiontris, numtriangles * sizeof(int[3]));
for (i = 0, v = varray_vertex;i < numverts;i++, v += 4)
{
v[0] = e->vert[i][0];
v[1] = e->vert[i][1];
v[2] = e->vert[i][2];
}
- memcpy(varray_texcoord[0], explosiontexcoords, numverts * sizeof(float[2]));
+ memcpy(varray_texcoord[0], explosiontexcoords, numverts * sizeof(float[4]));
alpha = e->alpha;
VectorSubtract(r_origin, e->origin, centerdir);
VectorNormalizeFast(centerdir);
if (dist < 0)
dist = 0;
else
- dist *= mesh_colorscale;
+ dist *= r_colorscale;
}
else
dist = 0;
if (dist < 0)
dist = 0;
else
- dist *= mesh_colorscale;
+ dist *= r_colorscale;
c[0] = c[1] = c[2] = dist;
c[3] = 1;
}
}
- R_Mesh_Draw(numverts, numtriangles);
+ GL_UseColorArray();
+ R_Mesh_Draw(numverts, numtriangles, explosiontris[0]);
}
void R_MoveExplosion(explosion_t *e)
VectorMA(e->vert[i], frametime, e->vertvel[i], end);
if (r_explosionclip.integer)
{
- if (CL_TraceLine(e->vert[i], end, impact, normal, 0, true) < 1)
+ if (CL_TraceLine(e->vert[i], end, impact, normal, 0, true, NULL) < 1)
{
// clip velocity against the wall
dot = DotProduct(e->vertvel[i], normal) * -1.125f;