R_Mesh_Matrix(&r_identitymatrix);
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ m.pointer_vertex = vertex3f;
+ R_Mesh_State(&m);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(true);
GL_DepthTest(false); // magic
- GL_VertexPointer(vertex3f);
GL_ColorPointer(NULL);
GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
r = 64;
R_Mesh_Matrix(&r_identitymatrix);
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
R_Mesh_GetSpace(8);
vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
R_Mesh_Matrix(&ent->matrix);
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ m.pointer_vertex = nomodelvertex3f;
+ R_Mesh_State(&m);
if (ent->flags & EF_ADDITIVE)
{
GL_DepthMask(true);
}
GL_DepthTest(true);
- GL_VertexPointer(nomodelvertex3f);
if (fogenabled)
{
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
R_Mesh_Matrix(&r_identitymatrix);
GL_ColorPointer(NULL);
GL_Color(cr, cg, cb, ca);
- GL_VertexPointer(varray_vertex3f);
GL_BlendFunc(blendfunc1, blendfunc2);
GL_DepthMask(false);
GL_DepthTest(!depthdisable);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(texture);
m.pointer_texcoord[0] = spritetexcoord2f;
- R_Mesh_State_Texture(&m);
+ m.pointer_vertex = varray_vertex3f;
+ R_Mesh_State(&m);
varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;