+void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
+{
+ const entity_render_t *ent = voident;
+ q3mface_t *face = ent->model->brushq3.data_faces + facenumber;
+ rmeshstate_t m;
+ R_Mesh_Matrix(&ent->matrix);
+ memset(&m, 0, sizeof(m));
+ if (ent->effects & EF_ADDITIVE)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ else
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ // LordHavoc: quake3 was not able to do this; lit transparent surfaces
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 2;
+ if (r_textureunits.integer >= 2)
+ {
+ m.tex[1] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+ GL_Color(1, 1, 1, ent->alpha);
+ }
+ else
+ {
+ if (ent->alpha == 1)
+ GL_ColorPointer(face->data_color4f);
+ else
+ {
+ int i;
+ for (i = 0;i < face->num_vertices;i++)
+ {
+ varray_color4f[i*4+0] = face->data_color4f[i*4+0];
+ varray_color4f[i*4+1] = face->data_color4f[i*4+1];
+ varray_color4f[i*4+2] = face->data_color4f[i*4+2];
+ varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
+ }
+ GL_ColorPointer(varray_color4f);
+ }
+ }
+ }
+ else
+ {
+ int i;
+ for (i = 0;i < face->num_vertices;i++)
+ {
+ varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
+ varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
+ varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
+ varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
+ }
+ GL_ColorPointer(varray_color4f);
+ }
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ qglDisable(GL_CULL_FACE);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ qglEnable(GL_CULL_FACE);
+}
+