Пример #1
0
/*
=================
RB_RenderMeshGeneric
=================
*/
void RB_RenderMeshGeneric (qboolean drawTris)
{
	RB_DrawArrays ();
	if (drawTris)
		RB_DrawMeshTris ();
	rb_vertex = rb_index = 0;
}
Пример #2
0
/*
 * =================
 * R_Bloom_DrawEffect
 * =================
 */
void R_Bloom_DrawEffect(void)
{
    GL_Bind(r_bloomeffecttexture->texnum);
    GL_Enable(GL_BLEND);
    GL_BlendFunc(GL_ONE, GL_ONE);
    GL_TexEnv(GL_MODULATE);

    rb_vertex = rb_index = 0;
    indexArray[rb_index++] = rb_vertex + 0;
    indexArray[rb_index++] = rb_vertex + 1;
    indexArray[rb_index++] = rb_vertex + 2;
    indexArray[rb_index++] = rb_vertex + 0;
    indexArray[rb_index++] = rb_vertex + 2;
    indexArray[rb_index++] = rb_vertex + 3;
    VA_SetElem2(texCoordArray[0][rb_vertex], 0, sampleText_tch);
    VA_SetElem3(vertexArray[rb_vertex], curView_x, curView_y, 0);
    VA_SetElem4(colorArray[rb_vertex], r_bloom_alpha->value, r_bloom_alpha->value, r_bloom_alpha->value, 1.0f);
    rb_vertex++;
    VA_SetElem2(texCoordArray[0][rb_vertex], 0, 0);
    VA_SetElem3(vertexArray[rb_vertex], curView_x, curView_y + curView_height, 0);
    VA_SetElem4(colorArray[rb_vertex], r_bloom_alpha->value, r_bloom_alpha->value, r_bloom_alpha->value, 1.0f);
    rb_vertex++;
    VA_SetElem2(texCoordArray[0][rb_vertex], sampleText_tcw, 0);
    VA_SetElem3(vertexArray[rb_vertex], curView_x + curView_width, curView_y + curView_height, 0);
    VA_SetElem4(colorArray[rb_vertex], r_bloom_alpha->value, r_bloom_alpha->value, r_bloom_alpha->value, 1.0f);
    rb_vertex++;
    VA_SetElem2(texCoordArray[0][rb_vertex], sampleText_tcw, sampleText_tch);
    VA_SetElem3(vertexArray[rb_vertex], curView_x + curView_width, curView_y, 0);
    VA_SetElem4(colorArray[rb_vertex], r_bloom_alpha->value, r_bloom_alpha->value, r_bloom_alpha->value, 1.0f);
    rb_vertex++;
    RB_DrawArrays();
    rb_vertex = rb_index = 0;

    GL_Disable(GL_BLEND);
}
Пример #3
0
/*
=============
RB_DrawMeshTris
Re-draws a mesh in outline mode
=============
*/
void RB_DrawMeshTris (void)
{
	int i, numTMUs = 0;

	if (!r_showtris->value)
		return;

	if (r_showtris->value == 1)
		GL_Disable(GL_DEPTH_TEST);

	qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
	for (i=0; i<glConfig.max_texunits; i++)
		if (glState.activetmu[i])
		{	numTMUs++;		GL_DisableTexture (i);	}
	qglDisableClientState (GL_COLOR_ARRAY);
	qglColor4f(1.0, 1.0, 1.0, 1.0);

	RB_DrawArrays ();

	qglEnableClientState (GL_COLOR_ARRAY);
	for (i=0; i<numTMUs; i++)
		GL_EnableTexture(i);
	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);

	if (r_showtris->value == 1)
		GL_Enable(GL_DEPTH_TEST);
}
Пример #4
0
/*
=============
RB_DrawMeshTris
Re-draws a mesh in outline mode
=============
*/
void RB_DrawMeshTris (GLenum polyMode, int numTMUs)
{
	int i;

	if (!r_showtris->value)
		return;

	if (r_showtris->value == 1)
		GL_Disable(GL_DEPTH_TEST);

	qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
	for (i=0; i<numTMUs; i++)
		GL_DisableTexture (i);
	qglDisableClientState (GL_COLOR_ARRAY);
	qglColor4f(1.0, 1.0, 1.0, 1.0);

	RB_DrawArrays(polyMode);

	qglEnableClientState (GL_COLOR_ARRAY);
	for (i=0; i<numTMUs; i++)
		GL_EnableTexture(i);
	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);

	if (r_showtris->value == 1)
		GL_Enable(GL_DEPTH_TEST);
}
Пример #5
0
/*
=================
R_DrawAliasPlanarShadow
=================
*/
void R_DrawAliasPlanarShadow (maliasmodel_t *paliashdr)
{
	maliasmesh_t	mesh;
	float	height, lheight, thisAlpha;
	vec3_t	point, shadevector;
	int		i, j;

	R_ShadowLight (currententity->origin, shadevector);

	lheight = currententity->origin[2] - lightspot[2];
	height = -lheight + 0.1f;
	if (currententity->flags & RF_TRANSLUCENT)
		thisAlpha = aliasShadowAlpha * currententity->alpha; // was r_shadowalpha->value
	else
		thisAlpha = aliasShadowAlpha; // was r_shadowalpha->value

	// don't draw shadows above view origin, thnx to MrG
	if (r_newrefdef.vieworg[2] < (currententity->origin[2] + height))
		return;

	GL_Stencil (true, false);
	GL_BlendFunc (GL_SRC_ALPHA_SATURATE, GL_ONE_MINUS_SRC_ALPHA);

	rb_vertex = rb_index = 0;
	for (i=0; i<paliashdr->num_meshes; i++) 
	{
		mesh = paliashdr->meshes[i];

		if (mesh.skins[currententity->skinnum].renderparms.nodraw
			|| mesh.skins[currententity->skinnum].renderparms.alphatest
			|| mesh.skins[currententity->skinnum].renderparms.noshadow)
			continue;

		for (j=0; j<mesh.num_verts; j++)
		{
			VectorCopy(tempVertexArray[i][j], point);
			point[0] -= shadevector[0]*(point[2]+lheight);
			point[1] -= shadevector[1]*(point[2]+lheight);
			point[2] = height;
			VA_SetElem3(vertexArray[rb_vertex], point[0], point[1], point[2]);
			VA_SetElem4(colorArray[rb_vertex], 0, 0, 0, thisAlpha);
			rb_vertex++;
		}

		for (j=0; j < mesh.num_tris; j++)
		{
			indexArray[rb_index++] = mesh.indexes[3*j+0];
			indexArray[rb_index++] = mesh.indexes[3*j+1];
			indexArray[rb_index++] = mesh.indexes[3*j+2];
		}
	}
	RB_DrawArrays (GL_TRIANGLES);

	GL_Stencil (false, false);
}
Пример #6
0
/*
=================
RB_CheckArrayOverflow
=================
*/
void RB_CheckArrayOverflow (GLenum polyMode, int numVerts, int numIndex)
{
	if (rb_vertex == 0 || rb_index == 0) return;  // nothing to purge

	if (numVerts > MAX_VERTICES || numIndex > MAX_INDICES)
		Com_Error(ERR_DROP, "RB_CheckArrayOverflow: %i > MAX_VERTICES or %i > MAX_INDICES", numVerts, numIndex);

	if (rb_vertex + numVerts <= MAX_VERTICES && rb_index + numIndex <= MAX_INDICES)
		return;

	VID_Printf(PRINT_DEVELOPER, "RB_CheckArrayOverflow: purging %i verts and %i indices to prevent overflow from %i, %i more\n", rb_vertex, rb_index, numVerts, numIndex);

	RB_DrawArrays(polyMode);
	rb_vertex = rb_index = 0;
}
Пример #7
0
/*
=================
R_DrawSpriteModel
=================
*/
void R_DrawSpriteModel (entity_t *e)
{
    float			alpha = 1.0f;
    vec2_t			texCoord[4];
    vec3_t			point[4];
    dsprite_t		*psprite;
    dsprframe_t		*frame;
    float			*up, *right;
    int				i;

    // don't even bother culling, because it's just a single
    // polygon without a surface cache

    psprite = (dsprite_t *)currentmodel->extradata;

    e->frame %= psprite->numframes;

    frame = &psprite->frames[e->frame];

    if (!frame) return;

    c_alias_polys += 2;

    // normal sprite
    up = vup;
    right = vright;

    if (e->flags & RF_TRANSLUCENT)
        alpha = e->alpha;

    R_SetVertexRGBScale (true);

    // Psychospaz's additive transparency
    if ((currententity->flags & RF_TRANS_ADDITIVE) && (alpha != 1.0f))
    {
        GL_Enable (GL_BLEND);
        GL_TexEnv (GL_MODULATE);
        GL_Disable (GL_ALPHA_TEST);
        GL_DepthMask (false);
        GL_BlendFunc (GL_SRC_ALPHA, GL_ONE);
    }
    else
    {
        GL_TexEnv (GL_MODULATE);
        if (alpha == 1.0f) {
            GL_Enable (GL_ALPHA_TEST);
            GL_DepthMask (true);
        }
        else {
            GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            GL_DepthMask (false);
            GL_Enable (GL_BLEND);
            GL_Disable (GL_ALPHA_TEST);
        }
    }
    GL_Bind(currentmodel->skins[0][e->frame]->texnum);

    Vector2Set(texCoord[0], 0, 1);
    Vector2Set(texCoord[1], 0, 0);
    Vector2Set(texCoord[2], 1, 0);
    Vector2Set(texCoord[3], 1, 1);

    VectorMA (e->origin, -frame->origin_y, up, point[0]);
    VectorMA (point[0], -frame->origin_x, right, point[0]);

    VectorMA (e->origin, frame->height - frame->origin_y, up, point[1]);
    VectorMA (point[1], -frame->origin_x, right, point[1]);

    VectorMA (e->origin, frame->height - frame->origin_y, up, point[2]);
    VectorMA (point[2], frame->width - frame->origin_x, right, point[2]);

    VectorMA (e->origin, -frame->origin_y, up, point[3]);
    VectorMA (point[3], frame->width - frame->origin_x, right, point[3]);

    rb_vertex = rb_index = 0;
    indexArray[rb_index++] = rb_vertex+0;
    indexArray[rb_index++] = rb_vertex+1;
    indexArray[rb_index++] = rb_vertex+2;
    indexArray[rb_index++] = rb_vertex+0;
    indexArray[rb_index++] = rb_vertex+2;
    indexArray[rb_index++] = rb_vertex+3;
    for (i=0; i<4; i++) {
        VA_SetElem2(texCoordArray[0][rb_vertex], texCoord[i][0], texCoord[i][1]);
        VA_SetElem3(vertexArray[rb_vertex], point[i][0], point[i][1], point[i][2]);
        VA_SetElem4(colorArray[rb_vertex], 1.0f, 1.0f, 1.0f, alpha);
        rb_vertex++;
    }
    RB_DrawArrays ();

    GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    GL_TexEnv (GL_REPLACE);
    GL_DepthMask (true);
    GL_Disable (GL_ALPHA_TEST);
    GL_Disable (GL_BLEND);

    R_SetVertexRGBScale (false);

    RB_DrawMeshTris ();
    rb_vertex = rb_index = 0;
}
Пример #8
0
/*
=============
RB_RenderWarpSurface

backend for R_DrawWarpSurface
=============
*/
void RB_RenderWarpSurface (msurface_t *fa)
{
	float		args[7] = {0,0.05,0,0,0.04,0,0};
	float		alpha = colorArray[0][3];
	image_t		*image = R_TextureAnimation (fa);
	qboolean	light = r_warp_lighting->value && !(fa->texinfo->flags & SURF_NOLIGHTENV);
	qboolean	texShaderWarpNV = glConfig.NV_texshaders && glConfig.multitexture && r_pixel_shader_warp->value;
	qboolean	texShaderWarpARB = glConfig.arb_fragment_program && glConfig.multitexture && r_pixel_shader_warp->value;
	qboolean	texShaderWarp = (texShaderWarpNV || texShaderWarpARB);
	if (texShaderWarpNV && texShaderWarpARB)
		texShaderWarpARB = (r_pixel_shader_warp->value == 1.0f);

	if (rb_vertex == 0 || rb_index == 0) // nothing to render
		return;

	c_brush_calls++;

	// Psychospaz's vertex lighting
	if (light) {
		GL_ShadeModel (GL_SMOOTH);
		if (!texShaderWarp)
			R_SetVertexRGBScale (true);
	}

	/*
	Texture Shader waterwarp
	Damn this looks fantastic
	WHY texture shaders? because I can!
	- MrG
	*/
	if (texShaderWarpARB)
	{
		GL_SelectTexture(0);
		GL_MBind(0, image->texnum);

		GL_EnableTexture(1);
		GL_MBind(1, dst_texture_ARB);

		GL_Enable (GL_FRAGMENT_PROGRAM_ARB);
		qglBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fragment_programs[F_PROG_WARP]);
		qglProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, r_rgbscale->value, r_rgbscale->value, r_rgbscale->value, 1.0);
	}
	else if (texShaderWarpNV)
	{
		GL_SelectTexture(0);
		GL_MBind(0, dst_texture_NV);
		qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);

		GL_EnableTexture(1);
		GL_MBind(1, image->texnum);
		qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
		qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
		qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
		qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[1]);

		// Psychospaz's lighting
		// use this so that the new water isnt so bright anymore
		// We won't bother check for the extensions availabiliy, as the hardware required
		// to make it this far definately supports this as well
		if (light)
			qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);

		GL_Enable (GL_TEXTURE_SHADER_NV);
	}
	else
		GL_Bind(image->texnum);

	RB_DrawArrays ();

	// MrG - texture shader waterwarp
	if (texShaderWarpARB)
	{
		GL_Disable (GL_FRAGMENT_PROGRAM_ARB);
		GL_DisableTexture(1);
		GL_SelectTexture(0);
	}
	else if (texShaderWarpNV)
	{ 
		GL_DisableTexture(1);
		if (light)
			qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); // Psychospaz's lighting

		GL_SelectTexture(0);
		GL_Disable (GL_TEXTURE_SHADER_NV);
	}

	// Psychospaz's vertex lighting
	if (light) {
		GL_ShadeModel (GL_FLAT);
		if (!texShaderWarp)
			R_SetVertexRGBScale (false); 
	}

	RB_DrawMeshTris ();
	rb_vertex = rb_index = 0;
}
Пример #9
0
void R_DrawCameraEffect (void)
{
	image_t			*image[2];
	int32_t				x, y, w, h, i, j;
	float			texparms[2][4];
	vec2_t			texCoord[4];
	vec3_t			verts[4];
	renderparms_t	cameraParms;

	image[0] = R_DrawFindPic ("/gfx/2d/screenstatic.tga");
	image[1] = R_DrawFindPic ("/gfx/2d/scanlines.tga");

	if (!image[0] || !image[1])
		return;

	x = y = 0; w = vid.width; h = vid.height;
	GL_Disable (GL_ALPHA_TEST);
	GL_TexEnv (GL_MODULATE);
	GL_Enable (GL_BLEND);
	GL_BlendFunc (GL_DST_COLOR, GL_SRC_COLOR);
	GL_DepthMask   (false);

	VectorSet(verts[0], x, y, 0);
	VectorSet(verts[1], x+w, y, 0);
	VectorSet(verts[2], x+w, y+h, 0);
	VectorSet(verts[3], x, y+h, 0);

	Vector4Set(texparms[0], 2, 2, -30, 10);
	Vector4Set(texparms[1], 1, 10, 0, 0);

	rb_vertex = rb_index = 0;
	indexArray[rb_index++] = rb_vertex+0;
	indexArray[rb_index++] = rb_vertex+1;
	indexArray[rb_index++] = rb_vertex+2;
	indexArray[rb_index++] = rb_vertex+0;
	indexArray[rb_index++] = rb_vertex+2;
	indexArray[rb_index++] = rb_vertex+3;
	rb_vertex = 4;

	for (i=0; i<2; i++)
	{
		GL_Bind (image[i]->texnum);
		Vector2Set(texCoord[0], x/image[i]->width, y/image[i]->height);
		Vector2Set(texCoord[1], (x+w)/image[i]->width, y/image[i]->height);
		Vector2Set(texCoord[2], (x+w)/image[i]->width, (y+h)/image[i]->height);
		Vector2Set(texCoord[3], x/image[i]->width, (y+h)/image[i]->height);
		Mod_SetRenderParmsDefaults (&cameraParms);
		cameraParms.scale_x = texparms[i][0];
		cameraParms.scale_y = texparms[i][1];
		cameraParms.scroll_x = texparms[i][2];
		cameraParms.scroll_y = texparms[i][3];
		RB_ModifyTextureCoords (&texCoord[0][0], &verts[0][0], 4, cameraParms);
		for (j=0; j<4; j++) {
			VA_SetElem2(texCoordArray[0][j], texCoord[j][0], texCoord[j][1]);
			VA_SetElem3(vertexArray[j], verts[j][0], verts[j][1], verts[j][2]);
			VA_SetElem4(colorArray[j], 1, 1, 1, 1);
		}
		RB_DrawArrays ();
	}
	rb_vertex = rb_index = 0;

	GL_DepthMask (true);
	GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	GL_Disable (GL_BLEND);
	GL_TexEnv (GL_REPLACE);
	GL_Enable (GL_ALPHA_TEST);
}
Пример #10
0
/*
=================
R_DrawAliasFrameLerp
=================
*/
void R_DrawAliasFrameLerp (maliasmodel_t *paliashdr, entity_t *e)
{
	int			i, j, k, meshnum;
	maliasframe_t	*frame, *oldframe;
	maliasmesh_t	mesh;
	maliasvertex_t	*v, *ov;
	vec3_t		move, delta, vectors[3];
	vec3_t		curScale, oldScale, curNormal, oldNormal;
	vec3_t		tempNormalsArray[MD3_MAX_VERTS];
	vec2_t		tempSkinCoord;
	vec3_t		meshlight, lightcolor;
	float		alpha, meshalpha, thisalpha, shellscale, frontlerp, backlerp = e->backlerp;
	image_t		*skin;
	renderparms_t	skinParms;
	qboolean	shellModel = e->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM);

	frontlerp = 1.0 - backlerp;

	if (e->flags & RF_TRANSLUCENT)
		alpha = e->alpha;
	else
		alpha = 1.0;

	frame = paliashdr->frames + e->frame;
	oldframe = paliashdr->frames + e->oldframe;

	VectorScale(frame->scale, frontlerp, curScale);
	VectorScale(oldframe->scale, backlerp, oldScale);

	// move should be the delta back to the previous frame * backlerp
	VectorSubtract (e->oldorigin, e->origin, delta);
	AngleVectors (e->angles, vectors[0], vectors[1], vectors[2]);

	move[0] = DotProduct (delta, vectors[0]);	// forward
	move[1] = -DotProduct (delta, vectors[1]);	// left
	move[2] = DotProduct (delta, vectors[2]);	// up

	VectorAdd (move, oldframe->translate, move);

	for (i=0 ; i<3 ; i++)
		move[i] = backlerp*move[i] + frontlerp*frame->translate[i];

	R_SetVertexOverbrights(true);
	R_SetShellBlend (true);

	// new outer loop for whole model
	for (k=0, meshnum=0; k < paliashdr->num_meshes; k++, meshnum++)
	{
		mesh = paliashdr->meshes[k];
		skinParms = mesh.skins[e->skinnum].renderparms;

		// select skin
		if (e->skin)
			skin = e->skin;	// custom player skin
		else
			skin = currentmodel->skins[k][e->skinnum];
		if (!skin)
			skin = r_notexture;
		if ( !shellModel )
			GL_Bind(skin->texnum);
		else if (FlowingShell())
			alpha = 0.7;

		// md3 skin scripting
		if (skinParms.nodraw) 
			continue; // skip this mesh for this skin

		if (skinParms.twosided)
			GL_Disable(GL_CULL_FACE);

		if (skinParms.alphatest && !shellModel)
			GL_Enable(GL_ALPHA_TEST);

		if (skinParms.fullbright)
			VectorSet(meshlight, 1.0f, 1.0f, 1.0f);
		else
			VectorCopy(shadelight, meshlight);

		meshalpha = alpha * skinParms.basealpha;

		if (meshalpha < 1.0f || skinParms.blend)
			GL_Enable (GL_BLEND);
		else
			GL_Disable (GL_BLEND);

		if (skinParms.blend && !shellModel)
			GL_BlendFunc (skinParms.blendfunc_src, skinParms.blendfunc_dst);
		else
			GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		// md3 skin scripting

		v = mesh.vertexes + e->frame*mesh.num_verts;
		ov = mesh.vertexes + e->oldframe*mesh.num_verts;
		rb_vertex = 0;

		for (i=0; i<mesh.num_verts; i++, v++, ov++)
		{
			// lerp verts
			curNormal[0] = r_sinTable[v->normal[0]] * r_cosTable[v->normal[1]];
			curNormal[1] = r_sinTable[v->normal[0]] * r_sinTable[v->normal[1]];
			curNormal[2] = r_cosTable[v->normal[0]];

			oldNormal[0] = r_sinTable[ov->normal[0]] * r_cosTable[ov->normal[1]];
			oldNormal[1] = r_sinTable[ov->normal[0]] * r_sinTable[ov->normal[1]];
			oldNormal[2] = r_cosTable[ov->normal[0]];

			VectorSet ( tempNormalsArray[i],
					curNormal[0] + (oldNormal[0] - curNormal[0])*backlerp,
					curNormal[1] + (oldNormal[1] - curNormal[1])*backlerp,
					curNormal[2] + (oldNormal[2] - curNormal[2])*backlerp );

			if (shellModel) 
				shellscale = (e->flags & RF_WEAPONMODEL) ? WEAPON_SHELL_SCALE: POWERSUIT_SCALE;
			else
				shellscale = 0.0;

			VectorSet ( tempVertexArray[meshnum][i], 
					move[0] + ov->point[0]*oldScale[0] + v->point[0]*curScale[0] + tempNormalsArray[i][0]*shellscale,
					move[1] + ov->point[1]*oldScale[1] + v->point[1]*curScale[1] + tempNormalsArray[i][1]*shellscale,
					move[2] + ov->point[2]*oldScale[2] + v->point[2]*curScale[2] + tempNormalsArray[i][2]*shellscale );

			// calc lighting and alpha
			if (shellModel)
				VectorCopy(meshlight, lightcolor);
			else
				R_LightAliasModel(meshlight, tempNormalsArray[i], lightcolor, v->lightnormalindex, !skinParms.nodiffuse);
			//thisalpha = R_CalcEntAlpha(meshalpha, tempVertexArray[meshnum][i]);
			thisalpha = meshalpha;

			// get tex coords
			if (shellModel && FlowingShell()) {
				tempSkinCoord[0] = (tempVertexArray[meshnum][i][0] + tempVertexArray[meshnum][i][1]) / 40.0 + shellFlowH;
				tempSkinCoord[1] = tempVertexArray[meshnum][i][2] / 40.0 + shellFlowV;
			} else {
				tempSkinCoord[0] = mesh.stcoords[i].st[0];
				tempSkinCoord[1] = mesh.stcoords[i].st[1];
			}

			// add to arrays
			VA_SetElem2(texCoordArray[0][rb_vertex], tempSkinCoord[0], tempSkinCoord[1]);
			VA_SetElem3(vertexArray[rb_vertex], tempVertexArray[meshnum][i][0], tempVertexArray[meshnum][i][1], tempVertexArray[meshnum][i][2]);
			VA_SetElem4(colorArray[rb_vertex], lightcolor[0], lightcolor[1], lightcolor[2], thisalpha);
			rb_vertex++;
		}
		if (!shellModel)
			RB_ModifyTextureCoords (&texCoordArray[0][0][0], &vertexArray[0][0], rb_vertex, skinParms);

		// set indices for each triangle and draw
		rb_index = 0;
		for (j=0; j < mesh.num_tris; j++)
		{
			indexArray[rb_index++] = mesh.indexes[3*j+0];
			indexArray[rb_index++] = mesh.indexes[3*j+1];
			indexArray[rb_index++] = mesh.indexes[3*j+2];
		}
		RB_DrawArrays (GL_TRIANGLES);

		// glow pass
		if (mesh.skins[e->skinnum].glowimage && !shellModel)
		{
			float	glowcolor;
			if (skinParms.glow.type > -1)
				glowcolor = RB_CalcGlowColor (skinParms);
			else
				glowcolor = 1.0;
			qglDisableClientState (GL_COLOR_ARRAY);
			qglColor4f(glowcolor, glowcolor, glowcolor, 1.0);

			GL_Enable (GL_BLEND);
			GL_BlendFunc (GL_ONE, GL_ONE);

			GL_Bind(mesh.skins[e->skinnum].glowimage->texnum);

			RB_DrawArrays (GL_TRIANGLES);

			qglEnableClientState (GL_COLOR_ARRAY);
			qglColor4f(1.0, 1.0, 1.0, 1.0);
		}

		// envmap pass
		if (skinParms.envmap > 0.0f && !shellModel)
		{
			GL_Enable (GL_BLEND);
			GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

			qglTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
			qglTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
			// apply alpha to array
			for (i=0; i<mesh.num_verts; i++) 
				//colorArray[i][3] = R_CalcEntAlpha(meshalpha*skinParms.envmap, tempVertexArray[meshnum][i]);
				colorArray[i][3] = meshalpha*skinParms.envmap;

			GL_Bind(r_envmappic->texnum);

			qglEnable(GL_TEXTURE_GEN_S);
			qglEnable(GL_TEXTURE_GEN_T);

			RB_DrawArrays (GL_TRIANGLES);

			qglDisable(GL_TEXTURE_GEN_S);
			qglDisable(GL_TEXTURE_GEN_T);
		}

		RB_DrawMeshTris (GL_TRIANGLES, 1);

		// md3 skin scripting
		if (skinParms.twosided)
			GL_Enable(GL_CULL_FACE);
		if (skinParms.alphatest && !shellModel)
			GL_Disable(GL_ALPHA_TEST);
		GL_Disable (GL_BLEND);
		// md3 skin scripting

	} // end new outer loop
	
	R_SetShellBlend (false);
	R_SetVertexOverbrights(false);
}