m.tex[0] = texture;
R_Mesh_State(&m);
- varray_texcoord[0][0] = 0;
- varray_texcoord[0][1] = 1;
- varray_texcoord[0][2] = 0;
- varray_texcoord[0][3] = 0;
- varray_texcoord[0][4] = 1;
- varray_texcoord[0][5] = 0;
- varray_texcoord[0][6] = 1;
- varray_texcoord[0][7] = 1;
+ varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 1;
+ varray_texcoord[0][ 4] = 0;varray_texcoord[0][ 5] = 0;
+ varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 0;
+ varray_texcoord[0][12] = 1;varray_texcoord[0][13] = 1;
// FIXME: negate left and right in loader
varray_vertex[0] = origin[0] + frame->down * up[0] - frame->left * left[0];
varray_vertex[1] = origin[1] + frame->down * up[1] - frame->left * left[1];
#endif
}
-/*
-=================
-R_DrawSpriteModel
-=================
-*/
-void R_DrawSpriteModel (entity_render_t *ent)
+void R_Model_Sprite_Draw(entity_render_t *ent)
{
if (ent->frameblend[0].frame < 0)
return;