initialized (this was causing crashes due to highly bogus numbers)
this bug came from refactoring the lightning beam code to be able to
render multiple beams in one transparent callback
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7709
d7cf8633-e32d-0410-b094-
e92efae38249
{
// per vertex colors if fog is used
R_Mesh_ColorPointer(color4f, 0, 0);
- R_FogLightningBeam_Vertex3f_Color4f(vertex3f, color4f, 12, r_lightningbeam_color_red.value * r_view.colorscale, r_lightningbeam_color_green.value * r_view.colorscale, r_lightningbeam_color_blue.value * r_view.colorscale, 1);
}
else
{