- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.numtriangles = EXPLOSIONTRIS;
- m.index = &explosiontris[0][0];
- m.numverts = EXPLOSIONVERTS;
- m.vertex = &e->vert[0][0];
- m.vertexstep = sizeof(float[3]);
- alpha = e->alpha;
- m.cr = 1;
- m.cg = 1;
- m.cb = 1;
- m.ca = 1; //alpha;
- m.color = &c[0][0];
- m.colorstep = sizeof(float[4]);
- VectorSubtract(r_origin, e->origin, centerdir);
- VectorNormalizeFast(centerdir);
- if (fogenabled)
- {
- for (i = 0;i < EXPLOSIONVERTS;i++)
- {
- VectorSubtract(e->vert[i], e->origin, diff);
- VectorNormalizeFast(diff);
- dist = (DotProduct(diff, centerdir) * 6.0f - 4.0f) * alpha;
- if (dist > 0)
- {
- // use inverse fog alpha
- VectorSubtract(e->vert[i], r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff,diff));
- dist = dist * ifog;
- if (dist < 0)
- dist = 0;
- }
- else
- dist = 0;
- c[i][0] = c[i][1] = c[i][2] = dist;
- c[i][3] = 1;
- }
- }
- else
+ m.tex[0] = R_GetTexture(explosiontexture);
+ m.pointer_texcoord[0] = explosiontexcoord2f[0];
+ R_Mesh_TextureState(&m);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)