rtexture_t *r_lightningbeamqmbtexture;
rtexturepool_t *r_lightningbeamtexturepool;
-int r_lightningbeamelements[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
+unsigned short r_lightningbeamelements[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
void r_lightningbeams_start(void)
{
void r_lightningbeams_setupqmbtexture(void)
{
- r_lightningbeamqmbtexture = loadtextureimage(r_lightningbeamtexturepool, "textures/particles/lightning.pcx", false, TEXF_ALPHA | TEXF_PRECACHE, false);
+ r_lightningbeamqmbtexture = loadtextureimage(r_lightningbeamtexturepool, "textures/particles/lightning.pcx", false, TEXF_ALPHA | TEXF_PRECACHE | TEXF_FORCELINEAR, false);
if (r_lightningbeamqmbtexture == NULL)
Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false);
}
if (px >= 0 && py >= 0 && px < BEAMWIDTH && py < BEAMHEIGHT)
image[py*BEAMWIDTH+px] += 16;
}
-
+
for (py = 0;py < BEAMHEIGHT;py++)
{
for (px = 0;px < BEAMWIDTH;px++)
pixels[(py*BEAMWIDTH+px)*4+3] = 255;
}
}
-
+
Image_WriteTGABGRA(va("lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels);
}
- r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_BGRA, TEXF_PRECACHE, NULL);
+ r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR, NULL);
Mem_Free(pixels);
Mem_Free(image);
}
}
- r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, data, TEXTYPE_BGRA, TEXF_PRECACHE, NULL);
+ r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR, NULL);
Mem_Free(noise1);
Mem_Free(noise2);
Mem_Free(data);
GL_DepthRange(0, 1);
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(true);
+ GL_CullFace(GL_NONE);
if (r_lightningbeam_qmbtexture.integer && r_lightningbeamqmbtexture == NULL)
r_lightningbeams_setupqmbtexture();
if (!r_lightningbeam_qmbtexture.integer && r_lightningbeamtexture == NULL)
r_lightningbeams_setuptexture();
R_Mesh_VertexPointer(vertex3f, 0, 0);
- // FIXME: fixed function path can't properly handle r_view.colorscale > 1
+ R_SetupGenericShader(true);
+ // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
if (r_refdef.fogenabled)
{
// per vertex colors if fog is used
{
// solid color if fog is not used
R_Mesh_ColorPointer(NULL, 0, 0);
- GL_Color(r_lightningbeam_color_red.value * r_view.colorscale, r_lightningbeam_color_green.value * r_view.colorscale, r_lightningbeam_color_blue.value * r_view.colorscale, 1);
+ GL_Color(r_lightningbeam_color_red.value * r_refdef.view.colorscale, r_lightningbeam_color_green.value * r_refdef.view.colorscale, r_lightningbeam_color_blue.value * r_refdef.view.colorscale, 1);
}
memset(&m, 0, sizeof(m));
if (r_lightningbeam_qmbtexture.integer)
// calculate up vector such that it points toward viewer, and rotates around the beamdir
// get direction from start of beam to viewer
- VectorSubtract(r_view.origin, start, up);
+ VectorSubtract(r_refdef.view.origin, start, up);
// remove the portion of the vector that moves along the beam
// (this leaves only a vector pointing directly away from the beam)
t1 = -DotProduct(up, beamdir);
VectorNormalize(up);
// calculate T coordinate scrolling (start and end texcoord along the beam)
- t1 = r_refdef.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(start, beamdir);
+ t1 = r_refdef.scene.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(start, beamdir);
t1 = t1 - (int) t1;
t2 = t1 + beamrepeatscale * length;
// draw the 3 polygons as one batch of 6 triangles using the 12 vertices
GL_LockArrays(0, 12);
- R_Mesh_Draw(0, 12, 6, r_lightningbeamelements, 0, 0);
+ R_Mesh_Draw(0, 12, 0, 6, NULL, r_lightningbeamelements, 0, 0);
GL_LockArrays(0, 0);
}
}
CL_Beam_CalculatePositions(b, start, end);
// calculate the nearest point on the line (beam) for depth sorting
VectorSubtract(end, start, dir);
- dist = (DotProduct(r_view.origin, dir) - DotProduct(start, dir)) / (DotProduct(end, dir) - DotProduct(start, dir));
+ dist = (DotProduct(r_refdef.view.origin, dir) - DotProduct(start, dir)) / (DotProduct(end, dir) - DotProduct(start, dir));
dist = bound(0, dist, 1);
VectorLerp(start, dist, end, org);
// now we have the nearest point on the line, so sort with it