void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
{
- rmeshstate_t m;
if (r_shadow_compilingrtlight)
{
// if we're compiling an rtlight, capture the mesh
return;
}
renderstats.lights_shadowtriangles += numtriangles;
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- R_Mesh_State(&m);
+ R_Mesh_VertexPointer(vertex3f);
GL_LockArrays(0, numvertices);
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
{
void R_Shadow_RenderMode_Begin(void)
{
- rmeshstate_t m;
-
R_Shadow_ValidateCvars();
if (!r_shadow_attenuation2dtexture
|| r_shadow_lightattenuationscale.value != r_shadow_attenscale)
R_Shadow_MakeTextures();
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(false);
GL_DepthTest(true);
void R_Shadow_RenderMode_Reset(void)
{
- rmeshstate_t m;
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
{
qglUseProgramObjectARB(0);
}
else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
}
void R_Shadow_RenderMode_StencilShadowVolumes(void)
R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
+ R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); // lightmap
+ R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap
+ R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow
//R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
// used to display how many times a surface is lit for level design purposes
int surfacelistindex;
model_t *model = ent->model;
- rmeshstate_t m;
GL_Color(0.1, 0.025, 0, 1);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, false, false, numsurfaces, surfacelist);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
model_t *model = ent->model;
RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, true, true, numsurfaces, surfacelist);
R_SetupSurfaceShader(ent, texture, r_shadow_entityeyeorigin, lightcolorbase, false);
+ R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
+ R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
+ R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
const msurface_t *surface = surfacelist[surfacelistindex];
- const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
- R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
- R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
- R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
- R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
- GL_LockArrays(0, 0);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, model->surfmesh.data_element3i + surface->num_firsttriangle * 3);
}
+ GL_LockArrays(0, 0);
}
static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
{
// 3 3D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
{
// 2 3D combine path (Geforce3, original Radeon)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
{
// 4 2D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
{
// 3 2D combine path (Geforce3, original Radeon)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
{
// 2/2/2 2D combine path (any dot3 card)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytoattenuationz;
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
m.texmatrix[0] = texture->currenttexmatrix;
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
// this final code is shared
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
VectorScale(lightcolorbase, colorscale, color2);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
{
// 3/2 3D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[2] = rsurface_vertex3f;
m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
m.texmatrix[0] = texture->currenttexmatrix;
{
// 1/2/2 3D combine path (original Radeon)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
m.texmatrix[0] = texture->currenttexmatrix;
{
// 2/2 3D combine path (original Radeon)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
m.texmatrix[0] = texture->currenttexmatrix;
{
// 4/2 2D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[3] = rsurface_vertex3f;
m.texmatrix[3] = r_shadow_entitytoattenuationz;
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
m.texmatrix[0] = texture->currenttexmatrix;
{
// 2/2/2 2D combine path (any dot3 card)
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytoattenuationz;
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
m.texmatrix[0] = texture->currenttexmatrix;
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
// this final code is shared
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
VectorScale(lightcolorbase, colorscale, color2);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
{
// 2/0/0/1/2 3D combine blendsquare path
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(normalmaptexture);
m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
m.texmatrix[0] = texture->currenttexmatrix;
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
- R_Mesh_State(&m);
+ R_Mesh_ResetTextureState();
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(glosstexture);
m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
m.texmatrix[0] = texture->currenttexmatrix;
{
// 2/0/0/2 3D combine blendsquare path
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(normalmaptexture);
m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
m.texmatrix[0] = texture->currenttexmatrix;
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
- R_Mesh_State(&m);
+ R_Mesh_ResetTextureState();
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(glosstexture);
m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
m.texmatrix[0] = texture->currenttexmatrix;
{
// 2/0/0/2/2 2D combine blendsquare path
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(normalmaptexture);
m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
m.texmatrix[0] = texture->currenttexmatrix;
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
// this squares the result
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
- R_Mesh_State(&m);
+ R_Mesh_ResetTextureState();
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
// square alpha in framebuffer a few times to make it shiny
GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[0] = rsurface_vertex3f;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.pointer_texcoord3f[1] = rsurface_vertex3f;
m.texmatrix[1] = r_shadow_entitytoattenuationz;
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = rsurface_vertex3f;
m.tex[0] = R_GetTexture(glosstexture);
m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
m.texmatrix[0] = texture->currenttexmatrix;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
VectorScale(lightcolorbase, colorscale, color2);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
if (!doambient && !dodiffuse && !dospecular)
return;
RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, true, true, numsurfaces, surfacelist);
+ R_Mesh_ColorPointer(NULL);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
const msurface_t *surface = surfacelist[surfacelistindex];
VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ R_Mesh_ColorPointer(rsurface_array_color4f);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
+ m.texmatrix[0] = texture->currenttexmatrix;
+ m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
if (r_textureunits.integer >= 2)
{
- // voodoo2
+ // voodoo2 or TNT
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+ m.pointer_texcoord3f[1] = rsurface_vertex3f;
if (r_textureunits.integer >= 3)
{
- // Geforce3/Radeon class but not using dot3
+ // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
m.texmatrix[2] = r_shadow_entitytoattenuationz;
+ m.pointer_texcoord3f[2] = rsurface_vertex3f;
}
}
- m.pointer_color = rsurface_array_color4f;
- R_Mesh_State(&m);
+ R_Mesh_TextureState(&m);
RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, true, false, numsurfaces, surfacelist);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
const msurface_t *surface = surfacelist[surfacelistindex];
// OpenGL 1.1 path (anything)
- R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
- R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
- if (r_textureunits.integer >= 2)
- {
- // voodoo2 or TNT
- R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
- if (r_textureunits.integer >= 3)
- {
- // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
- R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
- }
- }
R_Mesh_TexBind(0, R_GetTexture(basetexture));
R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorbase, ambientcolorbase);
if (dopants)