- rmeshbufferinfo_t m;
- memset(&m, 0, sizeof(m));
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- if ((currentrenderentity->effects & EF_ADDITIVE)
- || (currentrenderentity->model->flags & EF_ADDITIVE)
- || fog)
- m.blendfunc2 = GL_ONE;
- m.numtriangles = 2;
- m.numverts = 4;
- m.tex[0] = texture;
- if (R_Mesh_Draw_GetBuffer(&m))
- {
- m.index[0] = 0;
- m.index[1] = 1;
- m.index[2] = 2;
- m.index[3] = 0;
- m.index[4] = 2;
- m.index[5] = 3;
- m.color[0] = m.color[4] = m.color[8] = m.color[12] = red * m.colorscale;
- m.color[1] = m.color[5] = m.color[9] = m.color[13] = green * m.colorscale;
- m.color[2] = m.color[6] = m.color[10] = m.color[14] = blue * m.colorscale;
- m.color[3] = m.color[7] = m.color[11] = m.color[15] = alpha;
- m.texcoords[0][0] = 0;
- m.texcoords[0][1] = 1;
- m.texcoords[0][2] = 0;
- m.texcoords[0][3] = 0;
- m.texcoords[0][4] = 1;
- m.texcoords[0][5] = 0;
- m.texcoords[0][6] = 1;
- m.texcoords[0][7] = 1;
- // FIXME: negate left and right in loader
- m.vertex[0] = origin[0] + frame->down * up[0] - frame->left * left[0];
- m.vertex[1] = origin[1] + frame->down * up[1] - frame->left * left[1];
- m.vertex[2] = origin[2] + frame->down * up[2] - frame->left * left[2];
- m.vertex[4] = origin[0] + frame->up * up[0] - frame->left * left[0];
- m.vertex[5] = origin[1] + frame->up * up[1] - frame->left * left[1];
- m.vertex[6] = origin[2] + frame->up * up[2] - frame->left * left[2];
- m.vertex[8] = origin[0] + frame->up * up[0] - frame->right * left[0];
- m.vertex[9] = origin[1] + frame->up * up[1] - frame->right * left[1];
- m.vertex[10] = origin[2] + frame->up * up[2] - frame->right * left[2];
- m.vertex[12] = origin[0] + frame->down * up[0] - frame->right * left[0];
- m.vertex[13] = origin[1] + frame->down * up[1] - frame->right * left[1];
- m.vertex[14] = origin[2] + frame->down * up[2] - frame->right * left[2];
- }
+ // FIXME: negate left and right in loader
+ R_DrawSprite(GL_SRC_ALPHA, additive ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, texture, false, origin, left, up, frame->left, frame->right, frame->down, frame->up, red, green, blue, alpha);