Fixed r_shadows. Whoops.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1056 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2005-05-27 08:22:56 +00:00
parent 1534fee1ae
commit 7ca1642488

View file

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