X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=cl_particles.c;h=fb1c128284e49a56ccf3788955171b7f452eee07;hp=86e715876a6e56ebedc8e671b3a90f38decc202b;hb=b6f04e7a3b73a2b2449add51f1e48097c0feec8c;hpb=d444019df158b5a18806c8d612c891f08f0a548d;ds=sidebyside diff --git a/cl_particles.c b/cl_particles.c index 86e71587..fb1c1282 100644 --- a/cl_particles.c +++ b/cl_particles.c @@ -2125,9 +2125,9 @@ void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtligh R_Mesh_Matrix(&identitymatrix); R_Mesh_ResetTextureState(); - R_Mesh_VertexPointer(particle_vertex3f); - R_Mesh_TexCoordPointer(0, 2, particle_texcoord2f); - R_Mesh_ColorPointer(particle_color4f); + R_Mesh_VertexPointer(particle_vertex3f, 0, 0); + R_Mesh_TexCoordPointer(0, 2, particle_texcoord2f, 0, 0); + R_Mesh_ColorPointer(particle_color4f, 0, 0); GL_DepthMask(false); GL_DepthTest(true); GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces @@ -2282,7 +2282,7 @@ void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtligh if (blendmode != p->type->blendmode) { if (batchcount > 0) - R_Mesh_Draw(batchstart * 4, batchcount * 4, batchcount * 2, particle_element3i + batchstart * 6); + R_Mesh_Draw(batchstart * 4, batchcount * 4, batchcount * 2, particle_element3i + batchstart * 6, 0, 0); batchcount = 0; batchstart = surfacelistindex; blendmode = p->type->blendmode; @@ -2296,7 +2296,7 @@ void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtligh if (texture != particletexture[p->texnum].texture) { if (batchcount > 0) - R_Mesh_Draw(batchstart * 4, batchcount * 4, batchcount * 2, particle_element3i + batchstart * 6); + R_Mesh_Draw(batchstart * 4, batchcount * 4, batchcount * 2, particle_element3i + batchstart * 6, 0, 0); batchcount = 0; batchstart = surfacelistindex; texture = particletexture[p->texnum].texture; @@ -2306,7 +2306,7 @@ void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtligh batchcount++; } if (batchcount > 0) - R_Mesh_Draw(batchstart * 4, batchcount * 4, batchcount * 2, particle_element3i + batchstart * 6); + R_Mesh_Draw(batchstart * 4, batchcount * 4, batchcount * 2, particle_element3i + batchstart * 6, 0, 0); GL_LockArrays(0, 0); }