- GL_Color(0, 0, 0, 1);
- m.pointer_vertex = face->data_vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
- GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3msurface_t *face)
-{
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(face->texture->skin.base);
- m.pointer_texcoord[0] = face->data_texcoordtexture2f;
- m.tex[1] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
- m.texrgbscale[1] = 2;
- GL_Color(1, 1, 1, 1);
- m.pointer_vertex = face->data_vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
- GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3msurface_t *face)
-{
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(face->texture->skin.base);
- m.pointer_texcoord[0] = face->data_texcoordtexture2f;
- GL_Color(1, 1, 1, 1);
- m.pointer_vertex = face->data_vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
- GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3msurface_t *face)
-{
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- GL_DepthMask(false);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
- GL_Color(1, 1, 1, 1);
- m.pointer_vertex = face->data_vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
- GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3msurface_t *face)
-{
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
- GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
- m.pointer_vertex = face->data_vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
- GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3msurface_t *face)
-{
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);