}
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_SRC_ALPHA;
if (additive)
m.blendfunc2 = GL_ONE;
memset(&m, 0, sizeof(m));
if (ent->effects & EF_ADDITIVE)
{
- m.transparent = true;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
}
else if (ent->alpha != 1.0 || skinframe->fog != NULL)
{
- m.transparent = true;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
}
else
{
- m.transparent = false;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
}
memset(&m, 0, sizeof(m));
if (ent->effects & EF_ADDITIVE)
{
- m.transparent = true;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
}
else if (ent->alpha != 1.0 || skinframe->fog != NULL)
{
- m.transparent = true;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
}
else
{
- m.transparent = false;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
}
if (skinframe->pants)
{
memset(&m, 0, sizeof(m));
- m.transparent = ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || skinframe->fog != NULL;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
m.numtriangles = model->numtris;
if (skinframe->shirt)
{
memset(&m, 0, sizeof(m));
- m.transparent = ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || skinframe->fog != NULL;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
m.numtriangles = model->numtris;
if (skinframe->glow)
{
memset(&m, 0, sizeof(m));
- m.transparent = ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || skinframe->fog != NULL;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
m.numtriangles = model->numtris;
if (fog)
{
memset(&m, 0, sizeof(m));
- m.transparent = ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || skinframe->fog != NULL;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
m.numtriangles = model->numtris;
memset(&mbuf, 0, sizeof(mbuf));
mbuf.numverts = m->numverts;
mbuf.numtriangles = renderlist[0];
- mbuf.transparent = false;
if (ent->effects & EF_ADDITIVE)
{
mbuf.blendfunc1 = GL_SRC_ALPHA;
memset(&mbuf, 0, sizeof(mbuf));
mbuf.numverts = m->numverts;
mbuf.numtriangles = renderlist[0];
- mbuf.transparent = false;
mbuf.blendfunc1 = GL_SRC_ALPHA;
mbuf.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
// FIXME: need alpha mask for fogging...
{
// draw depth-only polys
memset(&m, 0, sizeof(m));
- m.transparent = false;
if (skyrendermasked)
{
m.blendfunc1 = GL_ZERO;
{
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
- m.depthwrite = false;
}
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
}
else
{
- m.transparent = false;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
}
- m.depthwrite = false;
- m.depthdisable = false;
m.tex[0] = R_GetTexture(surf->currenttexture->texture);
if (surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT)
{
m.transparent = ent->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || alpha < 1;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.depthwrite = false;
- m.depthdisable = false;
m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
}
else
{
- m.transparent = false;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
}
- m.depthwrite = false;
- m.depthdisable = false;
m.tex[0] = R_GetTexture(surf->currenttexture->texture);
size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
}
else
{
- m.transparent = false;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
}
- m.depthwrite = false;
- m.depthdisable = false;
m.tex[0] = R_GetTexture(surf->currenttexture->texture);
ca = ent->alpha;
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
surfmesh_t *mesh;
rmeshbufferinfo_t m;
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
- m.depthwrite = false;
- m.depthdisable = false;
m.tex[0] = R_GetTexture(surf->currenttexture->texture);
m.texrgbscale[0] = 1.0f;
m.tex[1] = R_GetTexture(surf->lightmaptexture);
surfmesh_t *mesh;
rmeshbufferinfo_t m;
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
- m.depthwrite = false;
- m.depthdisable = false;
m.tex[0] = R_GetTexture(surf->currenttexture->texture);
m.tex[1] = R_GetTexture(surf->lightmaptexture);
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
surfmesh_t *mesh;
rmeshbufferinfo_t m;
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
- m.depthwrite = false;
- m.depthdisable = false;
m.tex[0] = R_GetTexture(surf->currenttexture->texture);
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
surfmesh_t *mesh;
rmeshbufferinfo_t m;
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_ZERO;
m.blendfunc2 = GL_SRC_COLOR;
- m.depthwrite = false;
- m.depthdisable = false;
m.tex[0] = R_GetTexture(surf->lightmaptexture);
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
return;
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.depthwrite = false;
- m.depthdisable = false;
m.tex[0] = R_GetTexture(surf->currenttexture->texture);
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
surfmesh_t *mesh;
rmeshbufferinfo_t m;
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
surfmesh_t *mesh;
rmeshbufferinfo_t m;
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_DST_COLOR;
m.blendfunc2 = GL_SRC_COLOR;
- m.depthwrite = false;
- m.depthdisable = false;
m.tex[0] = R_GetTexture(surf->currenttexture->detailtexture);
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
surfmesh_t *mesh;
rmeshbufferinfo_t m;
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
}
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
m.depthdisable = true;
e = calldata1;
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
m.numtriangles = EXPLOSIONTRIS;
float scale, viewdist, diff[3], dist;
rdlight_t *rd;
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ONE;
m.depthdisable = true; // magic
m.texcoords[0][i * 2 + 1] = (t) * (254.0f/256.0f) + (1.0f/256.0f);
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
m.depthdisable = true; // don't modify or read zbuffer
speedscale2 -= (int)speedscale2;
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
m.depthdisable = true; // don't modify or read zbuffer
{
rmeshbufferinfo_t m;
memset(&m, 0, sizeof(m));
- // the mesh was sorted already, so don't transparent sort
- m.transparent = false;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
if (additive)