// tr_QuickSprite.cpp: implementation of the CQuickSpriteSystem class. // ////////////////////////////////////////////////////////////////////// //#include "../server/exe_headers.h" #include "tr_local.h" #include "tr_QuickSprite.h" void R_BindAnimatedImage( textureBundle_t *bundle ); ////////////////////////////////////////////////////////////////////// // Singleton System ////////////////////////////////////////////////////////////////////// CQuickSpriteSystem SQuickSprite; ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// CQuickSpriteSystem::CQuickSpriteSystem() { int i; for (i=0; iSHADER_MAX_VERTEXES-4) { Flush(); } curcoord = mVerts[mNextVert]; memcpy(curcoord, pointdata, 4*sizeof(vec4_t)); // Set up color curcolor = &mColors[mNextVert]; *curcolor++ = *(unsigned long *)color; *curcolor++ = *(unsigned long *)color; *curcolor++ = *(unsigned long *)color; *curcolor++ = *(unsigned long *)color; if (fog) { curfogtexcoord = &mFogTextureCoords[mNextVert][0]; *curfogtexcoord++ = fog[0]; *curfogtexcoord++ = fog[1]; *curfogtexcoord++ = fog[0]; *curfogtexcoord++ = fog[1]; *curfogtexcoord++ = fog[0]; *curfogtexcoord++ = fog[1]; *curfogtexcoord++ = fog[0]; *curfogtexcoord++ = fog[1]; mUseFog=qtrue; } else { mUseFog=qfalse; } mNextVert+=4; }