All that pMesh stuff is just drawing a sprite. It's equivalent to HL1's
TriAPI, if you used that.

   meshBuilder.Color4ubv (pColor);


Sets the color of the pixel.

   meshBuilder.TexCoord2f (0, 0, 1);


Sets the coordinate on the texture for this pixel.

   VectorMA (vecOrigin, -flHeight, up, point);
   VectorMA (point, -flWidth, right, point);
   meshBuilder.TangentS3fv( left.Base() );
   meshBuilder.TangentT3fv( down.Base() );
   meshBuilder.Normal3fv( back.Base() );
   meshBuilder.Position3fv (point.Base());


After some vector math, sets information for one vertex, including
position and normal.

   meshBuilder.AdvanceVertex();


Advances to the next vertex.

   meshBuilder.End();
   pMesh->Draw();


Draws the resulting polygon.

--
Jorge "Vino" Rodriguez


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