m.tex[0] = texture;
R_Mesh_State(&m);
+ GL_Color(red * r_colorscale, green * r_colorscale, blue * r_colorscale, alpha);
+ R_Mesh_GetSpace(4);
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_vertex[12] = origin[0] + frame->down * up[0] - frame->right * left[0];
varray_vertex[13] = origin[1] + frame->down * up[1] - frame->right * left[1];
varray_vertex[14] = origin[2] + frame->down * up[2] - frame->right * left[2];
- GL_Color(red * r_colorscale, green * r_colorscale, blue * r_colorscale, alpha);
R_Mesh_Draw(4, 2, polygonelements);
}