mplane_t frustum[4];
+matrix4x4_t r_identitymatrix;
+
int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
// true during envmap command capture
void GL_Main_Init(void)
{
+ Matrix4x4_CreateIdentity(&r_identitymatrix);
// FIXME: move this to client?
FOG_registercvars();
Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
m.wantoverbright = false;
m.depthdisable = true; // magic
- Matrix4x4_CreateIdentity(&m.matrix);
+ R_Mesh_Matrix(&r_identitymatrix);
R_Mesh_State(&m);
varray_element[0] = 0;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
m.wantoverbright = false;
- Matrix4x4_CreateIdentity(&m.matrix);
+ R_Mesh_Matrix(&r_identitymatrix);
R_Mesh_State(&m);
varray_element
m.blendfunc2 = GL_ZERO;
}
m.wantoverbright = false;
- m.matrix = ent->matrix;
+ R_Mesh_Matrix(&ent->matrix);
R_Mesh_State(&m);
varray_element[ 0] = 5;varray_element[ 1] = 2;varray_element[ 2] = 0;