]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_lightning.c
Improved sound resampling. It can handle sounds up to 96KHz stereo at a constant...
[xonotic/darkplaces.git] / r_lightning.c
index 9cc7d0eb892332a4506d69fcb100a1d424145783..e80216ee434206ace92b13d27c9cb33e3dad0a90 100644 (file)
@@ -4,7 +4,7 @@
 
 cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "4"};
 cvar_t r_lightningbeam_scroll = {CVAR_SAVE, "r_lightningbeam_scroll", "5"};
-cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "1024"};
+cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "128"};
 cvar_t r_lightningbeam_color_red = {CVAR_SAVE, "r_lightningbeam_color_red", "1"};
 cvar_t r_lightningbeam_color_green = {CVAR_SAVE, "r_lightningbeam_color_green", "1"};
 cvar_t r_lightningbeam_color_blue = {CVAR_SAVE, "r_lightningbeam_color_blue", "1"};
@@ -281,7 +281,7 @@ void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
        else
                m.tex[0] = R_GetTexture(r_lightningbeamtexture);
        m.pointer_texcoord[0] = varray_texcoord2f[0];
-       R_Mesh_State_Texture(&m);
+       m.pointer_vertex = varray_vertex3f;
 
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        GL_DepthMask(false);
@@ -305,12 +305,11 @@ void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
        R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 0, t1, t2);
        R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 8, t1 + 0.33, t2 + 0.33);
        R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 16, t1 + 0.66, t2 + 0.66);
-       GL_VertexPointer(varray_vertex3f);
 
        if (fogenabled)
        {
                // per vertex colors if fog is used
-               GL_ColorPointer(varray_color4f);
+               m.pointer_color = varray_color4f;
                R_FogLightningBeam_Vertex3f_Color4f(varray_vertex3f, varray_color4f, 12, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
        }
        else
@@ -318,9 +317,12 @@ void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
                // solid color if fog is not used
                GL_Color(r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
        }
+       R_Mesh_State(&m);
 
        // draw the 3 polygons as one batch of 6 triangles using the 12 vertices
+       GL_LockArrays(0, 12);
        R_Mesh_Draw(12, 6, r_lightningbeamelements);
+       GL_LockArrays(0, 0);
 }
 
 void R_DrawLightningBeams(void)