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Diffstat (limited to 'src/jake2/render/common/Mesh.java')
-rw-r--r-- | src/jake2/render/common/Mesh.java | 710 |
1 files changed, 0 insertions, 710 deletions
diff --git a/src/jake2/render/common/Mesh.java b/src/jake2/render/common/Mesh.java deleted file mode 100644 index f00f982..0000000 --- a/src/jake2/render/common/Mesh.java +++ /dev/null @@ -1,710 +0,0 @@ -/* -Copyright (C) 1997-2001 Id Software, Inc. - -This program is free software; you can redistribute it and/or -modify it under the terms of the GNU General Public License -as published by the Free Software Foundation; either version 2 -of the License, or (at your option) any later version. - -This program is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - -See the GNU General Public License for more details. - -You should have received a copy of the GNU General Public License -along with this program; if not, write to the Free Software -Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. - -*/ - -// Created on 25.08.2006 by RST. - -// $Id: Mesh.java,v 1.2 2006-10-31 14:00:23 salomo Exp $ - -package jake2.render.common; - - -import jake2.Defines; -import jake2.client.VID; -import jake2.client.entity_t; -import jake2.qcommon.qfiles; -import jake2.render.image_t; -import jake2.util.Math3D; -import jake2.util.Vec3Cache; - -import java.nio.FloatBuffer; -import java.nio.IntBuffer; - -public abstract class Mesh extends Light { - - - protected static final int NUMVERTEXNORMALS = 162; - - protected float[][] r_avertexnormals = Anorms.VERTEXNORMALS; - - protected float[] shadevector = { 0, 0, 0 }; - - protected float[] shadelight = { 0, 0, 0 }; - - // precalculated dot products for quantized angles - protected static final int SHADEDOT_QUANT = 16; - - protected float[][] r_avertexnormal_dots = Anorms.VERTEXNORMAL_DOTS; - - protected float[] shadedots = r_avertexnormal_dots[0]; - - // bounding box - protected float[][] bbox = { - { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 }, - { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 } - }; - - - /* - ================== - R_InitParticleTexture - ================== - */ - protected byte[][] dottexture = { { 0, 0, 0, 0, 0, 0, 0, 0 }, - { 0, 0, 1, 1, 0, 0, 0, 0 }, { 0, 1, 1, 1, 1, 0, 0, 0 }, - { 0, 1, 1, 1, 1, 0, 0, 0 }, { 0, 0, 1, 1, 0, 0, 0, 0 }, - { 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0 }, - { 0, 0, 0, 0, 0, 0, 0, 0 }, }; - - protected void R_InitParticleTexture() { - int x, y; - byte[] data = new byte[8 * 8 * 4]; - - // - // particle texture - // - for (x = 0; x < 8; x++) { - for (y = 0; y < 8; y++) { - data[y * 32 + x * 4 + 0] = (byte) 255; - data[y * 32 + x * 4 + 1] = (byte) 255; - data[y * 32 + x * 4 + 2] = (byte) 255; - data[y * 32 + x * 4 + 3] = (byte) (dottexture[x][y] * 255); - - } - } - r_particletexture = GL_LoadPic("***particle***", data, 8, 8, Base.it_sprite, 32); - - // - // also use this for bad textures, but without alpha - // - for (x = 0; x < 8; x++) { - for (y = 0; y < 8; y++) { - data[y * 32 + x * 4 + 0] = (byte) (dottexture[x & 3][y & 3] * 255); - data[y * 32 + x * 4 + 1] = 0; // dottexture[x&3][y&3]*255; - data[y * 32 + x * 4 + 2] = 0; // dottexture[x&3][y&3]*255; - data[y * 32 + x * 4 + 3] = (byte) 255; - } - } - r_notexture = GL_LoadPic("***r_notexture***", data, 8, 8, Base.it_wall, 32); - } - - /** - * GL_LerpVerts - */ - protected void GL_LerpVerts(int nverts, int[] ov, int[] v, float[] move, - float[] frontv, float[] backv) { - FloatBuffer lerp = vertexArrayBuf; - lerp.limit((nverts << 2) - nverts); // nverts * 3 - - int ovv, vv; - // PMM -- added RF_SHELL_DOUBLE, RF_SHELL_HALF_DAM - if ((currententity.flags & (Defines.RF_SHELL_RED - | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE - | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) { - float[] normal; - int j = 0; - for (int i = 0; i < nverts; i++/* , v++, ov++, lerp+=4 */) { - vv = v[i]; - normal = r_avertexnormals[(vv >>> 24) & 0xFF]; - ovv = ov[i]; - lerp.put(j, move[0] + (ovv & 0xFF) * backv[0] + (vv & 0xFF) * frontv[0] + normal[0] * Defines.POWERSUIT_SCALE); - lerp.put(j + 1, move[1] + ((ovv >>> 8) & 0xFF) * backv[1] + ((vv >>> 8) & 0xFF) * frontv[1] + normal[1] * Defines.POWERSUIT_SCALE); - lerp.put(j + 2, move[2] + ((ovv >>> 16) & 0xFF) * backv[2] + ((vv >>> 16) & 0xFF) * frontv[2] + normal[2] * Defines.POWERSUIT_SCALE); - j += 3; - } - } else { - int j = 0; - for (int i = 0; i < nverts; i++ /* , v++, ov++, lerp+=4 */) { - ovv = ov[i]; - vv = v[i]; - - lerp.put(j, move[0] + (ovv & 0xFF) * backv[0] + (vv & 0xFF) * frontv[0]); - lerp.put(j + 1, move[1] + ((ovv >>> 8) & 0xFF) * backv[1] + ((vv >>> 8) & 0xFF) * frontv[1]); - lerp.put(j + 2, move[2] + ((ovv >>> 16) & 0xFF) * backv[2] + ((vv >>> 16) & 0xFF) * frontv[2]); - j += 3; - } - } - } - - protected FloatBuffer colorArrayBuf = newFloatBuffer(qfiles.MAX_VERTS * 4); - protected FloatBuffer vertexArrayBuf = newFloatBuffer(qfiles.MAX_VERTS * 3); - protected FloatBuffer textureArrayBuf = newFloatBuffer(qfiles.MAX_VERTS * 2); - - protected boolean isFilled = false; - - protected float[] tmpVec = { 0, 0, 0 }; - - protected float[][] vectors = { { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 } // 3 mal vec3_t - }; - - /** - * R_CullAliasModel - */ - // TODO sync with jogl renderer. hoz - protected boolean R_CullAliasModel(entity_t e) { - qfiles.dmdl_t paliashdr = (qfiles.dmdl_t) currentmodel.extradata; - - if ((e.frame >= paliashdr.num_frames) || (e.frame < 0)) { - VID.Printf(Defines.PRINT_ALL, "R_CullAliasModel " + currentmodel.name + ": no such frame " + e.frame + '\n'); - e.frame = 0; - } - if ((e.oldframe >= paliashdr.num_frames) || (e.oldframe < 0)) { - VID.Printf(Defines.PRINT_ALL, "R_CullAliasModel " + currentmodel.name + ": no such oldframe " + e.oldframe + '\n'); - e.oldframe = 0; - } - - qfiles.daliasframe_t pframe = paliashdr.aliasFrames[e.frame]; - qfiles.daliasframe_t poldframe = paliashdr.aliasFrames[e.oldframe]; - - /* - * * compute axially aligned mins and maxs - */ - float[] mins = Vec3Cache.get(); - float[] maxs = Vec3Cache.get(); - - if (pframe == poldframe) { - for (int i = 0; i < 3; i++) { - mins[i] = pframe.translate[i]; - maxs[i] = mins[i] + pframe.scale[i] * 255; - } - } else { - float thismaxs, oldmaxs; - for (int i = 0; i < 3; i++) { - thismaxs = pframe.translate[i] + pframe.scale[i] * 255; - - oldmaxs = poldframe.translate[i] + poldframe.scale[i] * 255; - - if (pframe.translate[i] < poldframe.translate[i]) - mins[i] = pframe.translate[i]; - else - mins[i] = poldframe.translate[i]; - - if (thismaxs > oldmaxs) - maxs[i] = thismaxs; - else - maxs[i] = oldmaxs; - } - } - - /* - * * compute a full bounding box - */ - float[] tmp; - for (int i = 0; i < 8; i++) { - tmp = bbox[i]; - if ((i & 1) != 0) - tmp[0] = mins[0]; - else - tmp[0] = maxs[0]; - - if ((i & 2) != 0) - tmp[1] = mins[1]; - else - tmp[1] = maxs[1]; - - if ((i & 4) != 0) - tmp[2] = mins[2]; - else - tmp[2] = maxs[2]; - } - - /* - * * rotate the bounding box - */ - tmp = mins; - Math3D.VectorCopy(e.angles, tmp); - tmp[Base.YAW] = -tmp[Base.YAW]; - Math3D.AngleVectors(tmp, vectors[0], vectors[1], vectors[2]); - - for (int i = 0; i < 8; i++) { - Math3D.VectorCopy(bbox[i], tmp); - - bbox[i][0] = Math3D.DotProduct(vectors[0], tmp); - bbox[i][1] = -Math3D.DotProduct(vectors[1], tmp); - bbox[i][2] = Math3D.DotProduct(vectors[2], tmp); - - Math3D.VectorAdd(e.origin, bbox[i], bbox[i]); - } - - Vec3Cache.release(2); // mins, maxs - - int f, mask; - int aggregatemask = ~0; // 0xFFFFFFFF - - for (int p = 0; p < 8; p++) { - mask = 0; - - for (f = 0; f < 4; f++) { - float dp = Math3D.DotProduct(frustum[f].normal, bbox[p]); - - if ((dp - frustum[f].dist) < 0) { - mask |= (1 << f); - } - } - - aggregatemask &= mask; - } - - if (aggregatemask != 0) { - return true; - } - - return false; - } - - /* - * ============================================================= - * - * ALIAS MODELS - * - * ============================================================= - */ - - protected void GL_DrawAliasFrameLerp(qfiles.dmdl_t paliashdr, float backlerp) { - int count; - float alpha; - - - qfiles.daliasframe_t frame = paliashdr.aliasFrames[currententity.frame]; - - int[] verts = frame.verts; - - qfiles.daliasframe_t oldframe = paliashdr.aliasFrames[currententity.oldframe]; - - int[] ov = oldframe.verts; - - if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) - alpha = currententity.alpha; - else - alpha = 1.0f; - - // PMM - added double shell - if ((currententity.flags & (Defines.RF_SHELL_RED - | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE - | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) - ggl.glDisable(ggl.GL_TEXTURE_2D); - - float frontlerp = 1.0f - backlerp; - - float[] frontv = Vec3Cache.get(); // vec3_t - // move should be the delta back to the previous frame * backlerp - Math3D.VectorSubtract(currententity.oldorigin, currententity.origin, - frontv); - Math3D.AngleVectors(currententity.angles, vectors[0], vectors[1], - vectors[2]); - - float[] move = Vec3Cache.get(); // vec3_t - move[0] = Math3D.DotProduct(frontv, vectors[0]); // forward - move[1] = -Math3D.DotProduct(frontv, vectors[1]); // left - move[2] = Math3D.DotProduct(frontv, vectors[2]); // up - - Math3D.VectorAdd(move, oldframe.translate, move); - - float[] backv = Vec3Cache.get(); // vec3_t - for (int i = 0; i < 3; i++) { - move[i] = backlerp * move[i] + frontlerp * frame.translate[i]; - frontv[i] = frontlerp * frame.scale[i]; - backv[i] = backlerp * oldframe.scale[i]; - } - - // ab hier wird optimiert - - GL_LerpVerts(paliashdr.num_xyz, ov, verts, move, frontv, backv); - - Vec3Cache.release(3); // frontv, move, backv - - //ggl.glEnableClientState( ggl.GL_VERTEX_ARRAY ); - ggl.glVertexPointer(3, ggl.GL_FLOAT, 0, vertexArrayBuf); - - // PMM - added double damage shell - if ((currententity.flags & (Defines.RF_SHELL_RED - | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE - | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) { - ggl.glColor4f(shadelight[0], shadelight[1], shadelight[2], alpha); - } else { - ggl.glEnableClientState(ggl.GL_COLOR_ARRAY); - ggl.glColorPointer(4, ggl.GL_FLOAT, 0, colorArrayBuf); - - // - // pre light everything - // - FloatBuffer color = colorArrayBuf; - int j = 0; - float l; - for (int i = 0; i < paliashdr.num_xyz; i++) { - l = shadedots[(verts[i] >>> 24 ) & 0xFF]; - color.put(j, l * shadelight[0]); - color.put(j + 1, l * shadelight[1]); - color.put(j + 2, l * shadelight[2]); - color.put(j + 3, alpha); - j += 4; - } - } - - ggl.glClientActiveTextureARB(GL_TEXTURE0); - ggl.glTexCoordPointer(2, ggl.GL_FLOAT, 0, textureArrayBuf); - //ggl.glEnableClientState( ggl.GL_TEXTURE_COORD_ARRAY); - - int pos = 0; - int[] counts = paliashdr.counts; - - IntBuffer srcIndexBuf = null; - - FloatBuffer dstTextureCoords = textureArrayBuf; - FloatBuffer srcTextureCoords = paliashdr.textureCoordBuf; - - int dstIndex = 0; - int srcIndex = 0; - - for (int j = 0; j < counts.length; j++) { - - // get the vertex count and primitive type - count = counts[j]; - if (count == 0) - break; // done - - srcIndexBuf = paliashdr.indexElements[j]; - - int mode = ggl.GL_TRIANGLE_STRIP; - if (count < 0) { - mode = ggl.GL_TRIANGLE_FAN; - count = -count; - } - srcIndex = pos << 1; - for (int k = 0; k < count; k++) { - dstIndex = srcIndexBuf.get(k) << 1; - dstTextureCoords.put(dstIndex++, srcTextureCoords.get(srcIndex++)); - dstTextureCoords.put(dstIndex, srcTextureCoords.get(srcIndex++)); - } - - ggl.glDrawElements(mode, count, ggl.GL_UNSIGNED_INT, srcIndexBuf); - - pos += count; - } - - // PMM - added double damage shell - if ((currententity.flags & (Defines.RF_SHELL_RED - | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE - | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) - ggl.glEnable(ggl.GL_TEXTURE_2D); - - ggl.glDisableClientState(ggl.GL_COLOR_ARRAY); - } - - /** - * ============= GL_DrawAliasShadow ============= - */ - protected void GL_DrawAliasShadow(qfiles.dmdl_t paliashdr, int posenum) { - int[] order; - float height, lheight; - int count; - - lheight = currententity.origin[2] - lightspot[2]; - - height = 0; - - order = paliashdr.glCmds; - - height = -lheight + 1.0f; - - int orderIndex = 0; - int index = 0; - - // TODO shadow drawing with vertex arrays - - float[] point = Vec3Cache.get(); - while (true) { - // get the vertex count and primitive type - count = order[orderIndex++]; - if (count == 0) - break; // done - if (count < 0) { - count = -count; - ggl.glBegin(ggl.GL_TRIANGLE_FAN); - } - else - ggl.glBegin(ggl.GL_TRIANGLE_STRIP); - - do { - index = order[orderIndex + 2] * 3; - point[0] = vertexArrayBuf.get(index); - point[1] = vertexArrayBuf.get(index + 1); - point[2] = vertexArrayBuf.get(index + 2); - - point[0] -= shadevector[0] * (point[2] + lheight); - point[1] -= shadevector[1] * (point[2] + lheight); - point[2] = height; - ggl.glVertex3f(point[0], point[1], point[2]); - - orderIndex += 3; - - } while (--count != 0); - - ggl.glEnd(); - } - Vec3Cache.release(); // point - } - - /* - ================= - R_DrawAliasModel - - ================= - */ - // TODO sync with jogl renderer. hoz - protected void R_DrawAliasModel(entity_t e) { - int i; - - image_t skin; - - if ((e.flags & Defines.RF_WEAPONMODEL) == 0) { - if (R_CullAliasModel(e)) - return; - } - - if ((e.flags & Defines.RF_WEAPONMODEL) != 0) { - if (r_lefthand.value == 2.0f) - return; - } - - qfiles.dmdl_t paliashdr = (qfiles.dmdl_t) currentmodel.extradata; - - // - // get lighting information - // - // PMM - rewrote, reordered to handle new shells & mixing - // PMM - 3.20 code .. replaced with original way of doing it to keep mod - // authors happy - // - if ((currententity.flags & (Defines.RF_SHELL_HALF_DAM - | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_RED - | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE)) != 0) { - Math3D.VectorClear(shadelight); - if ((currententity.flags & Defines.RF_SHELL_HALF_DAM) != 0) { - shadelight[0] = 0.56f; - shadelight[1] = 0.59f; - shadelight[2] = 0.45f; - } - if ((currententity.flags & Defines.RF_SHELL_DOUBLE) != 0) { - shadelight[0] = 0.9f; - shadelight[1] = 0.7f; - } - if ((currententity.flags & Defines.RF_SHELL_RED) != 0) - shadelight[0] = 1.0f; - if ((currententity.flags & Defines.RF_SHELL_GREEN) != 0) - shadelight[1] = 1.0f; - if ((currententity.flags & Defines.RF_SHELL_BLUE) != 0) - shadelight[2] = 1.0f; - } - - else if ((currententity.flags & Defines.RF_FULLBRIGHT) != 0) { - for (i = 0; i < 3; i++) - shadelight[i] = 1.0f; - } else { - R_LightPoint(currententity.origin, shadelight); - - // player lighting hack for communication back to server - // big hack! - if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0) { - // pick the greatest component, which should be the same - // as the mono value returned by software - if (shadelight[0] > shadelight[1]) { - if (shadelight[0] > shadelight[2]) - r_lightlevel.value = 150 * shadelight[0]; - else - r_lightlevel.value = 150 * shadelight[2]; - } else { - if (shadelight[1] > shadelight[2]) - r_lightlevel.value = 150 * shadelight[1]; - else - r_lightlevel.value = 150 * shadelight[2]; - } - } - - if (gl_monolightmap.string.charAt(0) != '0') { - float s = shadelight[0]; - - if (s < shadelight[1]) - s = shadelight[1]; - if (s < shadelight[2]) - s = shadelight[2]; - - shadelight[0] = s; - shadelight[1] = s; - shadelight[2] = s; - } - } - - if ((currententity.flags & Defines.RF_MINLIGHT) != 0) { - for (i = 0; i < 3; i++) - if (shadelight[i] > 0.1f) - break; - if (i == 3) { - shadelight[0] = 0.1f; - shadelight[1] = 0.1f; - shadelight[2] = 0.1f; - } - } - - if ((currententity.flags & Defines.RF_GLOW) != 0) { // bonus items will - // pulse with time - float scale; - float min; - - scale = (float) (0.1f * Math.sin(r_newrefdef.time * 7)); - for (i = 0; i < 3; i++) { - min = shadelight[i] * 0.8f; - shadelight[i] += scale; - if (shadelight[i] < min) - shadelight[i] = min; - } - } - - // ================= - // PGM ir goggles color override - if ((r_newrefdef.rdflags & Defines.RDF_IRGOGGLES) != 0 - && (currententity.flags & Defines.RF_IR_VISIBLE) != 0) { - shadelight[0] = 1.0f; - shadelight[1] = 0.0f; - shadelight[2] = 0.0f; - } - // PGM - // ================= - - shadedots = r_avertexnormal_dots[((int) (currententity.angles[1] * (SHADEDOT_QUANT / 360.0))) - & (SHADEDOT_QUANT - 1)]; - - float an = (float) (currententity.angles[1] / 180 * Math.PI); - shadevector[0] = (float) Math.cos(-an); - shadevector[1] = (float) Math.sin(-an); - shadevector[2] = 1; - Math3D.VectorNormalize(shadevector); - - // - // locate the proper data - // - c_alias_polys += paliashdr.num_tris; - - // - // draw all the triangles - // - if ((currententity.flags & Defines.RF_DEPTHHACK) != 0) - // hack the depth range to prevent view model from poking into walls - ggl.glDepthRange(gldepthmin, gldepthmin + 0.3 - * (gldepthmax - gldepthmin)); - - if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0 - && (r_lefthand.value == 1.0f)) { - ggl.glMatrixMode(ggl.GL_PROJECTION); - ggl.glPushMatrix(); - ggl.glLoadIdentity(); - ggl.glScalef(-1, 1, 1); - MYgluPerspective(r_newrefdef.fov_y, (float) r_newrefdef.width - / r_newrefdef.height, 4, 4096); - ggl.glMatrixMode(ggl.GL_MODELVIEW); - - ggl.glCullFace(ggl.GL_BACK); - } - - ggl.glPushMatrix(); - e.angles[Base.PITCH] = -e.angles[Base.PITCH]; // sigh. - R_RotateForEntity(e); - e.angles[Base.PITCH] = -e.angles[Base.PITCH]; // sigh. - - // select skin - if (currententity.skin != null) - skin = currententity.skin; // custom player skin - else { - if (currententity.skinnum >= qfiles.MAX_MD2SKINS) - skin = currentmodel.skins[0]; - else { - skin = currentmodel.skins[currententity.skinnum]; - if (skin == null) - skin = currentmodel.skins[0]; - } - } - if (skin == null) - skin = r_notexture; // fallback... - GL_Bind(skin.texnum); - - // draw it - - ggl.glShadeModel(ggl.GL_SMOOTH); - - GL_TexEnv(ggl.GL_MODULATE); - if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) { - ggl.glEnable(ggl.GL_BLEND); - } - - if ((currententity.frame >= paliashdr.num_frames) - || (currententity.frame < 0)) { - VID.Printf(Defines.PRINT_ALL, "R_DrawAliasModel " + currentmodel.name + ": no such frame " + currententity.frame - + '\n'); - currententity.frame = 0; - currententity.oldframe = 0; - } - - if ((currententity.oldframe >= paliashdr.num_frames) - || (currententity.oldframe < 0)) { - VID.Printf(Defines.PRINT_ALL, "R_DrawAliasModel " + currentmodel.name + ": no such oldframe " + currententity.oldframe + '\n'); - currententity.frame = 0; - currententity.oldframe = 0; - } - - if (r_lerpmodels.value == 0.0f) - currententity.backlerp = 0; - - GL_DrawAliasFrameLerp(paliashdr, currententity.backlerp); - - GL_TexEnv(ggl.GL_REPLACE); - ggl.glShadeModel(ggl.GL_FLAT); - - ggl.glPopMatrix(); - - if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0 - && (r_lefthand.value == 1.0F)) { - ggl.glMatrixMode(ggl.GL_PROJECTION); - ggl.glPopMatrix(); - ggl.glMatrixMode(ggl.GL_MODELVIEW); - ggl.glCullFace(ggl.GL_FRONT); - } - - if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) { - ggl.glDisable(ggl.GL_BLEND); - } - - if ((currententity.flags & Defines.RF_DEPTHHACK) != 0) - ggl.glDepthRange(gldepthmin, gldepthmax); - - if (gl_shadows.value != 0.0f - && (currententity.flags & (Defines.RF_TRANSLUCENT | Defines.RF_WEAPONMODEL)) == 0) { - ggl.glPushMatrix(); - R_RotateForEntity(e); - ggl.glDisable(ggl.GL_TEXTURE_2D); - ggl.glEnable(ggl.GL_BLEND); - ggl.glColor4f(0, 0, 0, 0.5f); - GL_DrawAliasShadow(paliashdr, currententity.frame); - ggl.glEnable(ggl.GL_TEXTURE_2D); - ggl.glDisable(ggl.GL_BLEND); - ggl.glPopMatrix(); - } - ggl.glColor4f(1, 1, 1, 1); - } -} - |