]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_lightning.c
eliminated rmeshstate_t .pointer_vertex and .pointer_color (now must use R_Mesh_Verte...
[xonotic/darkplaces.git] / r_lightning.c
index 6b38c35b5bf1874b5c83a44c2f7cac23bdd9f9b4..fb219273827d8786efefc5970426bfc1973693cd 100644 (file)
@@ -280,14 +280,6 @@ void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, int sur
        // (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);
@@ -311,18 +303,26 @@ void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, int sur
        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);