4 // LordHavoc: vertex array
12 void makechrometexture()
18 fractalnoise(noise, 64);
20 // convert to RGBA data
21 for (i = 0;i < 64*64;i++)
23 data[i][0] = data[i][1] = data[i][2] = noise[i];
27 chrometexture = GL_LoadTexture ("chrometexture", 64, 64, &data[0][0], true, false, 4);
30 void gl_models_start()
32 // allocate vertex processing arrays
33 aliasvert = malloc(sizeof(float[MD2MAX_VERTS][3]));
34 aliasvertnorm = malloc(sizeof(float[MD2MAX_VERTS][3]));
35 aliasvertcolor = malloc(sizeof(byte[MD2MAX_VERTS][4]));
36 aliasvertcolor2 = malloc(sizeof(byte[MD2MAX_VERTS][4])); // used temporarily for tinted coloring
40 void gl_models_shutdown()
45 free(aliasvertcolor2);
50 R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown);
53 extern vec3_t softwaretransform_x;
54 extern vec3_t softwaretransform_y;
55 extern vec3_t softwaretransform_z;
56 extern vec_t softwaretransform_scale;
57 extern vec3_t softwaretransform_offset;
58 void R_AliasLerpVerts(int vertcount, float lerp, trivert2 *verts1, vec3_t scale1, vec3_t translate1, trivert2 *verts2, vec3_t scale2, vec3_t translate2)
61 vec3_t point, matrix_x, matrix_y, matrix_z;
65 VectorScale(softwaretransform_x, softwaretransform_scale, matrix_x);
66 VectorScale(softwaretransform_y, softwaretransform_scale, matrix_y);
67 VectorScale(softwaretransform_z, softwaretransform_scale, matrix_z);
68 if (lerp < 0) lerp = 0;
69 if (lerp > 1) lerp = 1;
72 float ilerp, ilerp127, lerp127, scalex1, scalex2, translatex, scaley1, scaley2, translatey, scalez1, scalez2, translatez;
73 if (lerp < 0) lerp = 0;
74 if (lerp > 1) lerp = 1;
76 ilerp127 = ilerp * (1.0 / 127.0);
77 lerp127 = lerp * (1.0 / 127.0);
78 // calculate combined interpolation variables
79 scalex1 = scale1[0] * ilerp;scalex2 = scale2[0] * lerp;translatex = translate1[0] * ilerp + translate2[0] * lerp;
80 scaley1 = scale1[1] * ilerp;scaley2 = scale2[1] * lerp;translatey = translate1[1] * ilerp + translate2[1] * lerp;
81 scalez1 = scale1[2] * ilerp;scalez2 = scale2[2] * lerp;translatez = translate1[2] * ilerp + translate2[2] * lerp;
83 for (i = 0;i < vertcount;i++)
85 // rotate, scale, and translate the vertex locations
86 point[0] = verts1->v[0] * scalex1 + verts2->v[0] * scalex2 + translatex;
87 point[1] = verts1->v[1] * scaley1 + verts2->v[1] * scaley2 + translatey;
88 point[2] = verts1->v[2] * scalez1 + verts2->v[2] * scalez2 + translatez;
89 *av++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
90 *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
91 *av++ = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
93 point[0] = verts1->n[0] * ilerp127 + verts2->n[0] * lerp127;
94 point[1] = verts1->n[1] * ilerp127 + verts2->n[1] * lerp127;
95 point[2] = verts1->n[2] * ilerp127 + verts2->n[2] * lerp127;
96 *avn++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
97 *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
98 *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
105 for (i = 0;i < vertcount;i++)
107 // rotate, scale, and translate the vertex locations
108 point[0] = verts1->v[0] * scale1[0] + translate1[0];
109 point[1] = verts1->v[1] * scale1[1] + translate1[1];
110 point[2] = verts1->v[2] * scale1[2] + translate1[2];
111 *av++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
112 *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
113 *av++ = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
114 // rotate the normals
115 point[0] = verts1->n[0] * (1.0f / 127.0f);
116 point[1] = verts1->n[1] * (1.0f / 127.0f);
117 point[2] = verts1->n[2] * (1.0f / 127.0f);
118 *avn++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
119 *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
120 *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
126 float R_CalcAnimLerp(entity_t *ent, int pose, float lerpscale)
128 if (ent->draw_lastmodel == ent->model && ent->draw_lerpstart <= cl.time)
130 if (pose != ent->draw_pose)
132 ent->draw_lastpose = ent->draw_pose;
133 ent->draw_pose = pose;
134 ent->draw_lerpstart = cl.time;
138 return ((cl.time - ent->draw_lerpstart) * lerpscale);
140 else // uninitialized
142 ent->draw_lastmodel = ent->model;
143 ent->draw_lastpose = ent->draw_pose = pose;
144 ent->draw_lerpstart = cl.time;
149 extern cvar_t gl_vertexarrays;
150 extern qboolean lighthalf;
151 void GL_DrawModelMesh(int skin, byte *colors, maliashdr_t *maliashdr)
154 glBindTexture(GL_TEXTURE_2D, skin);
158 glColor3f(0.5f, 0.5f, 0.5f);
160 glColor3f(1.0f, 1.0f, 1.0f);
162 if (gl_vertexarrays.value)
164 // qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
165 // glEnableClientState(GL_VERTEX_ARRAY);
168 qglColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
169 glEnableClientState(GL_COLOR_ARRAY);
172 qglTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) maliashdr->texdata + (int) maliashdr));
173 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
175 qglDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
177 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
179 // draw the front faces
180 qglTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) paliashdr->texcoords + (int) paliashdr));
181 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
182 qglDrawElements(GL_TRIANGLES, paliashdr->frontfaces * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + (int) paliashdr));
183 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
185 // draw the back faces
186 qglTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) paliashdr->texcoords + sizeof(float[2]) * paliashdr->numverts + (int) paliashdr));
187 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
188 qglDrawElements(GL_TRIANGLES, paliashdr->backfaces * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + sizeof(unsigned short[3]) * paliashdr->frontfaces + (int) paliashdr));
189 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
193 glDisableClientState(GL_COLOR_ARRAY);
194 // glDisableClientState(GL_VERTEX_ARRAY);
198 unsigned short *in, index;
200 in = (void *)((int) maliashdr + maliashdr->tridata);
201 glBegin(GL_TRIANGLES);
202 tex = (void *)((int) maliashdr + maliashdr->texdata);
203 for (i = 0;i < maliashdr->numtris * 3;i++)
206 glTexCoord2f(tex[index*2], tex[index*2+1]);
208 glColor4f(colors[index*4] * (1.0f / 255.0f), colors[index*4+1] * (1.0f / 255.0f), colors[index*4+2] * (1.0f / 255.0f), colors[index*4+3] * (1.0f / 255.0f));
209 glVertex3fv(&aliasvert[index*3]);
213 in = (void *)((int) paliashdr->vertindices + (int) paliashdr);
214 glBegin(GL_TRIANGLES);
215 // draw the front faces
216 tex = (void *)((int) paliashdr->texcoords + (int) paliashdr);
219 for (i = 0;i < paliashdr->frontfaces * 3;i++)
222 glTexCoord2f(tex[index*2], tex[index*2+1]);
224 glColor4f(colors[index*4] * (1.0f / 255.0f), colors[index*4+1] * (1.0f / 255.0f), colors[index*4+2] * (1.0f / 255.0f), colors[index*4+3] * (1.0f / 255.0f));
225 glVertex3fv(&aliasvert[index*3]);
232 for (i = 0;i < paliashdr->frontfaces * 3;i++)
235 glTexCoord2f(tex[index*2], tex[index*2+1]);
236 glColor4ub(colors[index*4], colors[index*4+1], colors[index*4+2], colors[index*4+3]);
237 glVertex3fv(&aliasvert[index*3]);
242 // draw the back faces
243 tex += 2 * paliashdr->numverts;
246 for (i = 0;i < paliashdr->backfaces * 3;i++)
249 glTexCoord2f(tex[index*2], tex[index*2+1]);
251 glColor4f(colors[index*4] * (1.0f / 255.0f), colors[index*4+1] * (1.0f / 255.0f), colors[index*4+2] * (1.0f / 255.0f), colors[index*4+3] * (1.0f / 255.0f));
252 glVertex3fv(&aliasvert[index*3]);
259 for (i = 0;i < paliashdr->backfaces * 3;i++)
262 glTexCoord2f(tex[index*2], tex[index*2+1]);
263 glColor4ub(colors[index*4], colors[index*4+1], colors[index*4+2], colors[index*4+3]);
264 glVertex3fv(&aliasvert[index*3]);
272 // leave it in a state for additional passes
275 glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive
278 void R_TintModel(byte *in, byte *out, int verts, byte *color)
284 for (i = 0;i < verts;i++)
286 out[0] = (byte) ((in[0] * r) >> 8);
287 out[1] = (byte) ((in[1] * g) >> 8);
288 out[2] = (byte) ((in[2] * b) >> 8);
301 extern vec3_t lightspot;
302 void R_LightModel(int numverts, vec3_t center, vec3_t basecolor);
303 void R_DrawAliasFrame (maliashdr_t *maliashdr, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, int frame, int *skin, int colormap, int effects, int flags)
306 float lerpscale, lerp;
307 maliasframe_t *frameinfo;
309 softwaretransformforentity(ent);
311 if ((frame >= maliashdr->numframes) || (frame < 0))
313 Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
317 frameinfo = ((maliasframe_t *)((int) maliashdr + maliashdr->framedata)) + frame;
318 pose = frameinfo->start;
320 if (frameinfo->length > 1)
322 lerpscale = frameinfo->rate;
323 pose += (int)(cl.time * frameinfo->rate) % frameinfo->length;
328 lerp = R_CalcAnimLerp(ent, pose, lerpscale);
330 R_AliasLerpVerts(maliashdr->numverts, lerp, (trivert2 *)((int) maliashdr + maliashdr->posedata) + ent->draw_lastpose * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin, (trivert2 *)((int) maliashdr + maliashdr->posedata) + ent->draw_pose * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin);
332 // prep the vertex array as early as possible
333 if (gl_vertexarrays.value)
335 qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
336 glEnableClientState(GL_VERTEX_ARRAY);
339 R_LightModel(maliashdr->numverts, org, color);
341 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
342 glShadeModel(GL_SMOOTH);
343 if (effects & EF_ADDITIVE)
345 glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
349 else if (alpha != 1.0)
351 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
363 if (!skin[0] && !skin[1] && !skin[2] && !skin[3])
364 GL_DrawModelMesh(0, NULL, maliashdr);
369 GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr);
372 c = (colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
373 R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c]));
374 GL_DrawModelMesh(skin[1], aliasvertcolor2, maliashdr);
378 c = colormap & 0xF0 ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
379 R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c]));
380 GL_DrawModelMesh(skin[2], aliasvertcolor2, maliashdr);
382 if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr);
387 if (!skin[3] && !skin[4])
388 GL_DrawModelMesh(0, NULL, maliashdr);
391 if (skin[4]) GL_DrawModelMesh(skin[4], aliasvertcolor, maliashdr);
392 if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr);
399 glDisable (GL_TEXTURE_2D);
400 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
402 glDepthMask(0); // disable zbuffer updates
404 VectorSubtract(org, r_refdef.vieworg, diff);
405 glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
407 if (gl_vertexarrays.value)
409 // qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
410 // glEnableClientState(GL_VERTEX_ARRAY);
411 qglDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
412 // glDisableClientState(GL_VERTEX_ARRAY);
417 in = (void *)((int) maliashdr + maliashdr->tridata);
418 glBegin(GL_TRIANGLES);
419 for (i = 0;i < maliashdr->numtris * 3;i++)
420 glVertex3fv(&aliasvert[*in++ * 3]);
424 glEnable (GL_TEXTURE_2D);
427 if (gl_vertexarrays.value)
428 glDisableClientState(GL_VERTEX_ARRAY);
430 if (!fogenabled && r_shadows.value && !(effects & EF_ADDITIVE) && shadow)
432 // flatten it to make a shadow
433 float *av = aliasvert + 2, l = lightspot[2] + 0.125;
435 for (i = 0;i < maliashdr->numverts;i++, av+=3)
438 glDisable (GL_TEXTURE_2D);
439 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
441 glDepthMask(0); // disable zbuffer updates
442 glColor4f (0,0,0,0.5 * alpha);
444 if (gl_vertexarrays.value)
446 qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
447 glEnableClientState(GL_VERTEX_ARRAY);
448 qglDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
449 glDisableClientState(GL_VERTEX_ARRAY);
454 in = (void *)((int) maliashdr + maliashdr->tridata);
455 glBegin(GL_TRIANGLES);
456 for (i = 0;i < maliashdr->numtris * 3;i++)
457 glVertex3fv(&aliasvert[*in++ * 3]);
461 glEnable (GL_TEXTURE_2D);
465 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
476 void R_DrawQ2AliasFrame (md2mem_t *pheader, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, int frame, int skin, int effects, int flags)
480 md2memframe_t *frame1, *frame2;
482 glBindTexture(GL_TEXTURE_2D, skin);
484 softwaretransformforentity(ent);
486 if ((frame >= pheader->num_frames) || (frame < 0))
488 Con_DPrintf ("R_SetupQ2AliasFrame: no such frame %d\n", frame);
492 lerp = R_CalcAnimLerp(ent, frame, 10);
494 frame1 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * ent->draw_lastpose));
495 frame2 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * ent->draw_pose));
496 R_AliasLerpVerts(pheader->num_xyz, lerp, frame1->verts, frame1->scale, frame1->translate, frame2->verts, frame2->scale, frame2->translate);
498 R_LightModel(pheader->num_xyz, org, color);
500 if (gl_vertexarrays.value)
502 // LordHavoc: big mess...
503 // using arrays only slightly, although it is enough to prevent duplicates
504 // (saving half the transforms)
505 qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
506 qglColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
507 glEnableClientState(GL_VERTEX_ARRAY);
508 glEnableClientState(GL_COLOR_ARRAY);
510 order = (int *)((int)pheader + pheader->ofs_glcmds);
513 if (!(count = *order++))
516 glBegin(GL_TRIANGLE_STRIP);
519 glBegin(GL_TRIANGLE_FAN);
524 glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
525 qglArrayElement(order[2]);
531 glDisableClientState(GL_COLOR_ARRAY);
532 glDisableClientState(GL_VERTEX_ARRAY);
536 order = (int *)((int)pheader + pheader->ofs_glcmds);
539 if (!(count = *order++))
542 glBegin(GL_TRIANGLE_STRIP);
545 glBegin(GL_TRIANGLE_FAN);
552 glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
553 glColor4f(aliasvertcolor[order[2] * 4] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 1] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 2] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 3] * (1.0f / 255.0f));
554 glVertex3fv(&aliasvert[order[2] * 3]);
564 glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
565 glColor4ub(aliasvertcolor[order[2] * 4], aliasvertcolor[order[2] * 4 + 1], aliasvertcolor[order[2] * 4 + 2], aliasvertcolor[order[2] * 4 + 3]);
566 glVertex3fv(&aliasvert[order[2] * 3]);
577 glDisable (GL_TEXTURE_2D);
578 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
580 glDepthMask(0); // disable zbuffer updates
583 VectorSubtract(org, r_refdef.vieworg, diff);
584 glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
587 if (gl_vertexarrays.value)
589 // LordHavoc: big mess...
590 // using arrays only slightly, although it is enough to prevent duplicates
591 // (saving half the transforms)
592 qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
593 glEnableClientState(GL_VERTEX_ARRAY);
595 order = (int *)((int)pheader + pheader->ofs_glcmds);
598 if (!(count = *order++))
601 glBegin(GL_TRIANGLE_STRIP);
604 glBegin(GL_TRIANGLE_FAN);
609 qglArrayElement(order[2]);
615 glDisableClientState(GL_VERTEX_ARRAY);
619 order = (int *)((int)pheader + pheader->ofs_glcmds);
622 if (!(count = *order++))
625 glBegin(GL_TRIANGLE_STRIP);
628 glBegin(GL_TRIANGLE_FAN);
633 glVertex3fv(&aliasvert[order[2] * 3]);
640 glEnable (GL_TEXTURE_2D);
644 if (!fogenabled && r_shadows.value && !(effects & EF_ADDITIVE) && shadow)
647 float *av = aliasvert + 2, l = lightspot[2] + 0.125;
649 for (i = 0;i < pheader->num_xyz;i++, av+=3)
652 glDisable (GL_TEXTURE_2D);
653 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
655 glDepthMask(0); // disable zbuffer updates
656 glColor4f (0,0,0,0.5 * alpha);
658 if (gl_vertexarrays.value)
660 qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
661 glEnableClientState(GL_VERTEX_ARRAY);
665 if (!(count = *order++))
668 glBegin(GL_TRIANGLE_STRIP);
671 glBegin(GL_TRIANGLE_FAN);
676 qglArrayElement(order[2]);
682 glDisableClientState(GL_VERTEX_ARRAY);
688 if (!(count = *order++))
691 glBegin(GL_TRIANGLE_STRIP);
694 glBegin(GL_TRIANGLE_FAN);
699 glVertex3fv(&aliasvert[order[2] * 3]);
706 glEnable (GL_TEXTURE_2D);
710 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
715 int modeldlightbits[8];
716 extern int r_dlightframecount;
717 extern void R_LightPoint (vec3_t color, vec3_t p);
725 void R_DrawAliasModel (entity_t *ent, int cull, float alpha, model_t *clmodel, int frame, int skin, vec3_t org, int effects, int flags, int colormap)
728 vec3_t mins, maxs, color;
729 // aliashdr_t *paliashdr = NULL;
730 // md2mem_t *pheader = NULL;
735 if (alpha < (1.0 / 64.0))
736 return; // basically completely transparent
738 VectorAdd (org, clmodel->mins, mins);
739 VectorAdd (org, clmodel->maxs, maxs);
741 if (cull && R_CullBox (mins, maxs))
744 leaf = Mod_PointInLeaf (org, cl.worldmodel);
745 if (leaf->dlightframe == r_dlightframecount)
746 for (i = 0;i < 8;i++)
747 modeldlightbits[i] = leaf->dlightbits[i];
749 for (i = 0;i < 8;i++)
750 modeldlightbits[i] = 0;
752 // get lighting information
754 if ((flags & EF_FULLBRIGHT) || (effects & EF_FULLBRIGHT))
755 color[0] = color[1] = color[2] = 256;
758 // HACK HACK HACK -- no fullbright colors, so make torches full light
759 if (!strcmp (clmodel->name, "progs/flame2.mdl") || !strcmp (clmodel->name, "progs/flame.mdl") )
760 color[0] = color[1] = color[2] = 128;
762 R_LightPoint (color, org);
765 glDisable(GL_ALPHA_TEST);
767 if (frame < 0 || frame >= clmodel->numframes)
770 Con_DPrintf("invalid skin number %d for model %s\n", frame, clmodel->name);
773 if (skin < 0 || skin >= clmodel->numskins)
776 Con_DPrintf("invalid skin number %d for model %s\n", skin, clmodel->name);
779 modelheader = Mod_Extradata (clmodel);
782 // int *skinanimrange = (int *) (clmodel->skinanimrange + (int) modelheader) + skin * 2;
783 // int *skinanim = (int *) (clmodel->skinanim + (int) modelheader);
784 int *skinanimrange = clmodel->skinanimrange + skin * 2;
785 int *skinanim = clmodel->skinanim;
786 i = skinanimrange[0];
787 if (skinanimrange[1] > 1) // animated
788 i += ((int) (cl.time * 10) % skinanimrange[1]);
789 skinset = skinanim + i*5;
792 glEnable (GL_TEXTURE_2D);
794 c_alias_polys += clmodel->numtris;
795 if (clmodel->aliastype == ALIASTYPE_MD2)
796 R_DrawQ2AliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, frame, skinset[0], effects, flags);
798 R_DrawAliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, frame, skinset, colormap, effects, flags);