// (and realize that the whole polygon assembly orients itself to face
// the viewer)
- memset(&m, 0, sizeof(m));
- if (r_lightningbeam_qmbtexture.integer)
- m.tex[0] = R_GetTexture(r_lightningbeamqmbtexture);
- else
- m.tex[0] = R_GetTexture(r_lightningbeamtexture);
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_vertex = vertex3f;
-
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
R_CalcLightningBeamPolygonTexCoord2f(texcoord2f + 8, t1 + 0.33, t2 + 0.33);
R_CalcLightningBeamPolygonTexCoord2f(texcoord2f + 16, t1 + 0.66, t2 + 0.66);
+ R_Mesh_VertexPointer(vertex3f);
if (fogenabled)
{
// per vertex colors if fog is used
- m.pointer_color = color4f;
+ R_Mesh_ColorPointer(color4f);
R_FogLightningBeam_Vertex3f_Color4f(vertex3f, color4f, 12, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
}
else
{
// solid color if fog is not used
+ R_Mesh_ColorPointer(NULL);
GL_Color(r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
}
- R_Mesh_State(&m);
+ memset(&m, 0, sizeof(m));
+ if (r_lightningbeam_qmbtexture.integer)
+ m.tex[0] = R_GetTexture(r_lightningbeamqmbtexture);
+ else
+ m.tex[0] = R_GetTexture(r_lightningbeamtexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ R_Mesh_TextureState(&m);
// draw the 3 polygons as one batch of 6 triangles using the 12 vertices
GL_LockArrays(0, 12);