X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=r_lightning.c;h=1f5f90ce27718d98a9421975eeca26f8b2c5d01c;hb=19259a56af993def9d5160bb2eb32e35a2fc6398;hp=5108a735b48a8611ca222fc6b97be814b578f31f;hpb=eab50b35822052aad2a31fece513583600e5941f;p=xonotic%2Fdarkplaces.git diff --git a/r_lightning.c b/r_lightning.c index 5108a735..1f5f90ce 100644 --- a/r_lightning.c +++ b/r_lightning.c @@ -253,14 +253,14 @@ void R_DrawLightningBeamCallback(const void *calldata1, int calldata2) // (this leaves only a vector pointing directly away from the beam) t1 = -DotProduct(up, beamdir); VectorMA(up, t1, beamdir, up); - // now we have a vector pointing away from the beam, now we need to normalize it - VectorNormalizeFast(up); - // generate right vector from forward and up, the result is already normalized - // (CrossProduct returns a vector of multiplied length of the two inputs) + // generate right vector from forward and up, the result is unnormalized CrossProduct(beamdir, up, right); + // now normalize the right vector and up vector + VectorNormalize(right); + VectorNormalize(up); // calculate T coordinate scrolling (start and end texcoord along the beam) - t1 = cl.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(b->start, beamdir); + t1 = r_refdef.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(b->start, beamdir); t1 = t1 - (int) t1; t2 = t1 + beamrepeatscale * length; @@ -282,7 +282,6 @@ void R_DrawLightningBeamCallback(const void *calldata1, int calldata2) m.tex[0] = R_GetTexture(r_lightningbeamtexture); m.pointer_texcoord[0] = varray_texcoord2f[0]; m.pointer_vertex = varray_vertex3f; - R_Mesh_State(&m); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); @@ -310,18 +309,20 @@ void R_DrawLightningBeamCallback(const void *calldata1, int calldata2) if (fogenabled) { // per vertex colors if fog is used - GL_ColorPointer(varray_color4f); + m.pointer_color = varray_color4f; R_FogLightningBeam_Vertex3f_Color4f(varray_vertex3f, varray_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 - GL_ColorPointer(NULL); GL_Color(r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1); } + R_Mesh_State(&m); // draw the 3 polygons as one batch of 6 triangles using the 12 vertices + GL_LockArrays(0, 12); R_Mesh_Draw(12, 6, r_lightningbeamelements); + GL_LockArrays(0, 0); } void R_DrawLightningBeams(void) @@ -336,7 +337,7 @@ void R_DrawLightningBeams(void) beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value; for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++) { - if (b->model && b->endtime >= cl.time && b->lightning) + if (b->model && b->endtime >= r_refdef.time && b->lightning) { VectorAdd(b->start, b->end, org); VectorScale(org, 0.5f, org);