int edge = 0;
float dir_angle = 0.0f;
+ // R_GetCurrentTexture needs this
+ rsurface.entity = (entity_render_t *)ent;
+
// nudge it toward the view to make sure it isn't in a wall
Matrix4x4_ToVectors(&ent->matrix, mforward, mleft, mup, org);
VectorSubtract(org, r_refdef.view.forward, org);
R_Mesh_Matrix(&identitymatrix);
// LordHavoc: interpolated sprite rendering
- for (i = 0;i < 4;i++)
+ for (i = 0;i < MAX_FRAMEBLENDS;i++)
{
if (ent->frameblend[i].lerp >= 0.01f)
{
- mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].frame;
- texture_t *texture = R_GetCurrentTexture(model->data_textures + ent->frameblend[i].frame);
+ mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].subframe;
+ texture_t *texture = R_GetCurrentTexture(model->data_textures + ent->frameblend[i].subframe);
#if 0
vec3_t o, l, u;
#endif
#endif
}
// FIXME: negate left and right in loader
- R_DrawSprite(texture->currentlayers[0].blendfunc1, texture->currentlayers[0].blendfunc2, texture->basetexture, texture->currentskinframe->fog, (texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST), (texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE), org, left, up, frame->left, frame->right, frame->down, frame->up, texture->currentlayers[0].color[0], texture->currentlayers[0].color[1], texture->currentlayers[0].color[2], ent->alpha * ent->frameblend[i].lerp);
+ R_DrawSprite(texture->currentlayers[0].blendfunc1, texture->currentlayers[0].blendfunc2, texture->basetexture, texture->currentskinframe->fog, (texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) != 0, (texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) != 0, org, left, up, frame->left, frame->right, frame->down, frame->up, texture->currentlayers[0].color[0], texture->currentlayers[0].color[1], texture->currentlayers[0].color[2], ent->alpha * ent->frameblend[i].lerp);
if(edge)
{
#if 0
}
}
}
+
+ rsurface.entity = NULL;
}
void R_Model_Sprite_Draw(entity_render_t *ent)
{
vec3_t org;
- if (ent->frameblend[0].frame < 0)
+ if (ent->frameblend[0].subframe < 0)
return;
Matrix4x4_OriginFromMatrix(&ent->matrix, org);