#define EXPLOSIONFADESTART (1.5f)
#define EXPLOSIONFADERATE (3.0f)
-float explosiontexcoords[EXPLOSIONVERTS][2];
+float explosiontexcoord2f[EXPLOSIONVERTS][2];
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;
explosionspherevertvel[i][0] = explosionpoint[i][0] * EXPLOSIONSTARTVELOCITY;
explosionspherevertvel[i][1] = explosionpoint[i][1] * EXPLOSIONSTARTVELOCITY;
explosionspherevertvel[i][2] = explosionpoint[i][2] * EXPLOSIONSTARTVELOCITY;
- explosiontexcoords[i][0] = (float) column / (float) EXPLOSIONGRID;
- explosiontexcoords[i][1] = (float) row / (float) EXPLOSIONGRID;
+ explosiontexcoord2f[i][0] = (float) column / (float) EXPLOSIONGRID;
+ explosiontexcoord2f[i][1] = (float) row / (float) EXPLOSIONGRID;
// top and bottom rows are all one position...
if (row == 0 || row == EXPLOSIONGRID)
column = 0;
void R_DrawExplosionCallback(const void *calldata1, int calldata2)
{
int i, numtriangles, numverts;
- float *c, *v, diff[3], centerdir[3], ifog, alpha, dist;
+ float *c, diff[3], centerdir[3], ifog, alpha, dist;
rmeshstate_t m;
const explosion_t *e;
e = calldata1;
numtriangles = EXPLOSIONTRIS;
numverts = EXPLOSIONVERTS;
- R_Mesh_ResizeCheck(numverts);
+ GL_UseColorArray();
+ R_Mesh_GetSpace(numverts);
- 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]));
+ R_Mesh_CopyVertex3f(e->vert[0], numverts);
+ R_Mesh_CopyTexCoord2f(0, explosiontexcoord2f[0], numverts);
alpha = e->alpha;
VectorSubtract(r_origin, e->origin, centerdir);
VectorNormalizeFast(centerdir);
if (fogenabled)
{
- for (i = 0, c = varray_color;i < EXPLOSIONVERTS;i++, c += 4)
+ for (i = 0, c = varray_color4f;i < EXPLOSIONVERTS;i++, c += 4)
{
VectorSubtract(e->vert[i], e->origin, diff);
VectorNormalizeFast(diff);
}
else
{
- for (i = 0, c = varray_color;i < EXPLOSIONVERTS;i++, c += 4)
+ for (i = 0, c = varray_color4f;i < EXPLOSIONVERTS;i++, c += 4)
{
VectorSubtract(e->vert[i], e->origin, diff);
VectorNormalizeFast(diff);
c[3] = 1;
}
}
- GL_UseColorArray();
R_Mesh_Draw(numverts, numtriangles, explosiontris[0]);
}