Fixed r_shadows. Whoops.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1056 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 7 additions and 7 deletions
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@ -1054,7 +1054,7 @@ static void PPL_BaseChain_Specular_FP(msurface_t *s, texture_t *tex)
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qglClientActiveTextureARB(GL_TEXTURE1_ARB);
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qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->lmst_array);
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qglVertexPointer(3, GL_FLOAT, sizeof(GL_FLOAT)*4, s->mesh->xyz_array);
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qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
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qglDrawElements(GL_TRIANGLES, s->mesh->numindexes, GL_UNSIGNED_INT, s->mesh->indexes);
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}
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@ -2078,7 +2078,7 @@ void PPL_LightTexturesFP(model_t *model, vec3_t modelorigin, dlight_t *light, ve
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qglMultiTexCoord3fARB(GL_TEXTURE3_ARB, s->plane->normal[0], s->plane->normal[1], s->plane->normal[2]);
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qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->st_array);
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qglVertexPointer(3, GL_FLOAT, sizeof(float)*4, s->mesh->xyz_array);
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qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
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qglDrawElements(GL_TRIANGLES, s->mesh->numindexes, GL_UNSIGNED_INT, s->mesh->indexes);
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}
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@ -2306,7 +2306,7 @@ void PPL_LightBModelTexturesFP(entity_t *e, dlight_t *light, vec3_t colour)
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qglMultiTexCoord3fARB(GL_TEXTURE3_ARB, s->plane->normal[0], s->plane->normal[1], s->plane->normal[2]);
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qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->st_array);
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qglVertexPointer(3, GL_FLOAT, sizeof(float)*4, s->mesh->xyz_array);
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qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
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qglDrawElements(GL_TRIANGLES, s->mesh->numindexes, GL_UNSIGNED_INT, s->mesh->indexes);
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@ -3051,7 +3051,7 @@ void PPL_RecursiveWorldNode_r (mnode_t *node)
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shadowsurfcount++;
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qglVertexPointer(3, GL_FLOAT, sizeof(float)*4, surf->mesh->xyz_array);
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qglVertexPointer(3, GL_FLOAT, 0, surf->mesh->xyz_array);
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qglDrawElements(GL_TRIANGLES, surf->mesh->numindexes, GL_UNSIGNED_INT, surf->mesh->indexes);
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//fixme:this only works becuse q1bsps don't have combined meshes yet...
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@ -3226,7 +3226,7 @@ void PPL_RecursiveWorldNodeQ2_r (mnode_t *node)
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}
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//front face
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qglVertexPointer(3, GL_FLOAT, sizeof(GLfloat)*4, surf->mesh->xyz_array);
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qglVertexPointer(3, GL_FLOAT, 0, surf->mesh->xyz_array);
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qglDrawElements(GL_TRIANGLES, surf->mesh->numindexes, GL_UNSIGNED_INT, surf->mesh->indexes);
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//fixme:this only works becuse q1bsps don't have combined meshes yet...
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@ -3425,7 +3425,7 @@ void PPL_RecursiveWorldNode (dlight_t *dl)
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if (dl->worldshadowmesh)
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{
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qglEnableClientState(GL_VERTEX_ARRAY);
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qglVertexPointer(3, GL_FLOAT, sizeof(vec3_t), dl->worldshadowmesh->verts);
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qglVertexPointer(3, GL_FLOAT, 0, dl->worldshadowmesh->verts);
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qglDrawElements(GL_TRIANGLES, dl->worldshadowmesh->numindicies, GL_UNSIGNED_INT, dl->worldshadowmesh->indicies);
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return;
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}
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@ -3568,7 +3568,7 @@ void PPL_DrawBrushModelShadow(dlight_t *dl, entity_t *e)
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}
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//front face
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qglVertexPointer(3, GL_FLOAT, 4*sizeof(float), surf->mesh->xyz_array);
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qglVertexPointer(3, GL_FLOAT, 0, surf->mesh->xyz_array);
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qglDrawArrays(GL_POLYGON, 0, surf->mesh->numvertexes);
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for (v = 0; v < surf->mesh->numvertexes; v++)
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