X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_sprites.c;h=ae19bdeacbc8c27d64b2b21026fae86d13d0cef9;hp=2f59f1c7dc18a763f64bbe30422e59acffe9a875;hb=76ed5d5ee3a2517bfae3df09fb0b8d912f7286bc;hpb=6f77dd97d9abe654f6a7c7a5a872a4ddc79b5737 diff --git a/r_sprites.c b/r_sprites.c index 2f59f1c7..ae19bdea 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -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); } } }