84 glDisable(GL_DEPTH_TEST);
93 for (i = 0; i < surfs->
count; i++) {
95 vec3_t right, up, upright, downright;
106 if (f->
image != image) {
124 f->
alpha += (visible ? 0.03 : -0.15);
128 else if (f->
alpha < 0)
163 for (
int m = 0;
m < 4;
m++) {
184 glEnable(GL_DEPTH_TEST);
vec_t VectorLength(const vec3_t v)
Calculate the length of a vector.
#define VectorCopy(src, dest)
memPool_t * vid_modelPool
void VectorMA(const vec3_t veca, const float scale, const vec3_t vecb, vec3_t outVector)
Sets vector_out (vc) to vevtor1 (va) + scale * vector2 (vb)
static const vec3_t scale
void R_CreateSurfaceFlare(mBspSurface_t *surf)
GLfloat * vertex_array_3d
void R_BlendFunc(GLenum src, GLenum dest)
surfaces are assigned to arrays based on their primary rendering type and then sorted by world textur...
void R_DrawFlareSurfaces(const mBspSurfaces_t *surfs, glElementIndex_t *indexPtr)
Flares are batched by their texture. Usually, this means one draw operation for all flares in view...
local graphics definitions
#define VectorScale(in, scale, out)
void getDiagonal(vec3_t diagonal) const
void R_Color(const vec4_t rgba)
Change the color to given value.
#define DotProduct(x, y)
Returns the distance between two 3-dimensional vectors.
mBspSurface_t ** surfaces
void R_ResetArrayState(void)
void R_EnableColorArray(bool enable)
void R_Trace(const Line &trLine, float size, int contentmask)
Moves the given mins/maxs volume through the world from start to end.
#define VectorAdd(a, b, dest)
image_t * r_flaretextures[NUM_FLARETEXTURES]
void R_EnableBlend(bool enable)
vec_t VectorNormalize(vec3_t v)
Calculate unit vector for a given vec3_t.
void R_DrawArrays(GLint first, GLsizei count)
#define Mem_PoolAllocType(type, pool)
const vec2_t default_texcoords[4]
#define VectorSubtract(a, b, dest)
#define R_BindTexture(tn)
struct materialStage_s * next