memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ONE;
- m.wantoverbright = false;
m.depthdisable = true; // magic
m.tex[0] = R_GetTexture(lightcorona);
R_Mesh_Matrix(&r_identitymatrix);
dist = (DotProduct(rd->origin, vpn) - viewdist);
if (dist >= 24.0f && CL_TraceLine(rd->origin, r_origin, NULL, NULL, 0, true) == 1)
{
- scale = mesh_colorscale * (1.0f / 131072.0f);
+ scale = r_colorscale * (1.0f / 131072.0f);
if (gl_flashblend.integer)
scale *= 4.0f;
if (fogenabled)
VectorSubtract(rd->origin, r_origin, diff);
scale *= 1 - exp(fogdensity/DotProduct(diff,diff));
}
- varray_element[0] = 0;
- varray_element[1] = 1;
- varray_element[2] = 2;
- varray_element[3] = 0;
- varray_element[4] = 2;
- varray_element[5] = 3;
varray_color[ 0] = varray_color[ 4] = varray_color[ 8] = varray_color[12] = rd->light[0] * scale;
varray_color[ 1] = varray_color[ 5] = varray_color[ 9] = varray_color[13] = rd->light[1] * scale;
varray_color[ 2] = varray_color[ 6] = varray_color[10] = varray_color[14] = rd->light[2] * scale;
varray_vertex[12] = rd->origin[0] + vright[0] * scale - vup[0] * scale;
varray_vertex[13] = rd->origin[1] + vright[1] * scale - vup[1] * scale;
varray_vertex[14] = rd->origin[2] + vright[2] * scale - vup[2] * scale;
- R_Mesh_Draw(4, 2);
+ R_Mesh_Draw(4, 2, polygonelements);
}
}
}