ok this is the rendering code
//start rendering glow points -Bobboau
if ( (pm->glows->glow_bitmap != -1) && (Interp_flags & MR_SHOW_THRUSTERS) /*&& (Detail.engine_glows)*/ ) {
for (i = 0; i < pm->n_glows; i++ ) {
glow_bank *bank = &pm->glows[i];
int j;
for ( j=0; jnum_slots; j++ ) {
float d;
vector tempv;
vm_vec_sub(&tempv,&View_position,&bank->pnt[j]);
vm_vec_normalize(&tempv);
d = vm_vec_dot(&tempv,&bank->norm[j]);
if ( d > 0.0f) {
vertex p;
// Make glow bitmap fade in/out quicker from sides.
d *= 3.0f;
if ( d > 1.0f ) d = 1.0f;
// fade them in the nebula as well
if(The_mission.flags & MISSION_FLAG_FULLNEB){
d *= (1.0f - Interp_fog_level);
}
float w = bank->radius[j];
// disable fogging
gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
g3_rotate_vertex( &p, &bank->pnt[j] );
gr_set_bitmap( bank->glow_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, d );
{
extern int Gr_scaler_zbuffering;
Gr_scaler_zbuffering = 1;
g3_draw_bitmap(&p,0,w*0.5f, TMAP_FLAG_TEXTURED );
//g3_draw_rotated_bitmap(&p,0.0f,w,w, TMAP_FLAG_TEXTURED );
Gr_scaler_zbuffering = 0;
}
}
}
}
}
//end rendering glow points
put it right under the thruster glow rendering code,
it works in the tech room, but it crashes after rendering the first frame in game,
don't know why,
did that quickly though
that goes into
model_really_render()
wich is in
ModelInterp.ccp
line 2808 or around there
BTW
I'm gona try to figure out what I broke now, please if you can, tell me what I did wrong