]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sprites.c
fixed bug where animated mdl skins (such as Tomaz's health box and
[xonotic/darkplaces.git] / r_sprites.c
index 2f59f1c7dc18a763f64bbe30422e59acffe9a875..ae19bdeacbc8c27d64b2b21026fae86d13d0cef9 100644 (file)
@@ -6,8 +6,7 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r
 {
        int i;
        model_t *model = ent->model;
-       vec3_t left, up, org, color, diffusecolor, diffusenormal, mforward, mleft, mup;
-       mspriteframe_t *frame;
+       vec3_t left, up, org, mforward, mleft, mup;
        float scale;
 
        // nudge it toward the view to make sure it isn't in a wall
@@ -67,27 +66,16 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r
 
        R_Mesh_Matrix(&identitymatrix);
 
-       if (!(ent->flags & RENDER_LIGHT))
-               color[0] = color[1] = color[2] = 1;
-       else
-       {
-               vec3_t org;
-               Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-               R_CompleteLightPoint(color, diffusecolor, diffusenormal, org, true);
-               VectorMA(color, 0.5f, diffusecolor, color);
-       }
-       color[0] *= ent->colormod[0];
-       color[1] *= ent->colormod[1];
-       color[2] *= ent->colormod[2];
-
        // LordHavoc: interpolated sprite rendering
        for (i = 0;i < 4;i++)
        {
                if (ent->frameblend[i].lerp >= 0.01f)
                {
-                       frame = model->sprite.sprdata_frames + ent->frameblend[i].frame;
+                       mspriteframe_t *frame = model->sprite.sprdata_frames + ent->frameblend[i].frame;
+                       texture_t *texture = model->data_textures + ent->frameblend[i].frame;
+                       R_UpdateTextureInfo(ent, texture);
                        // FIXME: negate left and right in loader
-                       R_DrawSprite(GL_SRC_ALPHA, (ent->effects & EF_ADDITIVE) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, frame->skin.base, frame->skin.fog, (ent->effects & EF_NODEPTHTEST), org, left, up, frame->left, frame->right, frame->down, frame->up, color[0], color[1], 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), (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);
                }
        }
 }