rtexture_t *explosiontexture;
rtexture_t *explosiontexturefog;
-cvar_t r_explosionclip = {"r_explosionclip", "0", true};
-cvar_t r_drawexplosions = {"r_drawexplosions", "1"};
+cvar_t r_explosionclip = {CVAR_SAVE, "r_explosionclip", "1"};
+cvar_t r_drawexplosions = {0, "r_drawexplosions", "1"};
int R_ExplosionVert(int column, int row)
{
glColor4f(1,1,1,e->alpha);
glDisable(GL_TEXTURE_2D);
// glBindTexture(GL_TEXTURE_2D, explosiontexture);
- glVertexPointer(3, GL_FLOAT, 0, (float *) &e->vert[0][0]);
-// glTexCoordPointer(2, GL_FLOAT, 0, (float *) &explosiontexcoords[0][0]);
+ glVertexPointer(3, GL_FLOAT, sizeof(float[3]), (float *) &e->vert[0][0]);
+// glTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), (float *) &explosiontexcoords[0][0]);
glEnableClientState(GL_VERTEX_ARRAY);
// glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDrawElements(GL_TRIANGLES, EXPLOSIONTRIS, GL_UNSIGNED_INT, indexlist);