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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders