#define EXPLOSIONFADESTART (1.5f)
#define EXPLOSIONFADERATE (3.0f)
-float explosiontexcoords[EXPLOSIONVERTS][4];
+float explosiontexcoord2f[EXPLOSIONVERTS][2];
int explosiontris[EXPLOSIONTRIS][3];
int explosionnoiseindex[EXPLOSIONVERTS];
vec3_t explosionpoint[EXPLOSIONVERTS];
explosionspherevertvel[i][0] = explosionpoint[i][0] * EXPLOSIONSTARTVELOCITY;
explosionspherevertvel[i][1] = explosionpoint[i][1] * EXPLOSIONSTARTVELOCITY;
explosionspherevertvel[i][2] = explosionpoint[i][2] * EXPLOSIONSTARTVELOCITY;
- explosiontexcoords[i][0] = (float) column / (float) EXPLOSIONGRID;
- explosiontexcoords[i][1] = (float) row / (float) EXPLOSIONGRID;
+ explosiontexcoord2f[i][0] = (float) column / (float) EXPLOSIONGRID;
+ explosiontexcoord2f[i][1] = (float) row / (float) EXPLOSIONGRID;
// top and bottom rows are all one position...
if (row == 0 || row == EXPLOSIONGRID)
column = 0;
void R_DrawExplosionCallback(const void *calldata1, int calldata2)
{
int i, numtriangles, numverts;
- float *c, *v, diff[3], centerdir[3], ifog, alpha, dist;
+ float *c, diff[3], centerdir[3], ifog, alpha, dist;
rmeshstate_t m;
const explosion_t *e;
e = calldata1;
GL_UseColorArray();
R_Mesh_GetSpace(numverts);
- for (i = 0, v = varray_vertex;i < numverts;i++, v += 4)
- {
- v[0] = e->vert[i][0];
- v[1] = e->vert[i][1];
- v[2] = e->vert[i][2];
- }
- memcpy(varray_texcoord[0], explosiontexcoords, numverts * sizeof(float[4]));
+ R_Mesh_CopyVertex3f(e->vert[0], numverts);
+ R_Mesh_CopyTexCoord2f(0, explosiontexcoord2f[0], numverts);
alpha = e->alpha;
VectorSubtract(r_origin, e->origin, centerdir);
VectorNormalizeFast(centerdir);
if (fogenabled)
{
- for (i = 0, c = varray_color;i < EXPLOSIONVERTS;i++, c += 4)
+ for (i = 0, c = varray_color4f;i < EXPLOSIONVERTS;i++, c += 4)
{
VectorSubtract(e->vert[i], e->origin, diff);
VectorNormalizeFast(diff);
}
else
{
- for (i = 0, c = varray_color;i < EXPLOSIONVERTS;i++, c += 4)
+ for (i = 0, c = varray_color4f;i < EXPLOSIONVERTS;i++, c += 4)
{
VectorSubtract(e->vert[i], e->origin, diff);
VectorNormalizeFast(diff);