- glPushAttrib(GL_LIGHTING_BIT | GL_DEPTH_BUFFER_BIT);
- {
- glDisable(GL_LIGHTING);
- glEnable(GL_COLOR_MATERIAL);
-
- glDepthMask(GL_FALSE);
- glBindTexture(GL_TEXTURE_2D, part_text);
-
- for (i = 0; i < PART_MAX_COIN; i++)
- if (part_coin[i].t > 0.f)
- part_draw(part_coin[i].p,
- part_coin[i].c,
- part_coin[i].t,
- 1.f, rx, ry, r * part_coin[i].w);
- }
- glPopAttrib();
+ glBindTexture(GL_TEXTURE_2D, part_text_star);
+
+ for (i = 0; i < PART_MAX_COIN; i++)
+ if (part_coin[i].t > 0.f)
+ {
+ glColor4f(part_coin[i].c[0],
+ part_coin[i].c[1],
+ part_coin[i].c[2],
+ part_coin[i].t);
+
+ part_draw(M, part_coin[i].p, 1.0f, t * part_coin[i].w, 1.0f);
+ }
+}
+
+void part_draw_goal(const float *M, float radius, float a, float t)
+{
+ int i;
+
+ glBindTexture(GL_TEXTURE_2D, part_text_star);
+
+ glColor4f(1.0f, 1.0f, 0.0f, a);
+
+ for (i = 0; i < PART_MAX_GOAL; i++)
+ if (part_goal[i].t > 0.0f)
+ part_draw(M, part_goal[i].p, radius - 0.05f,
+ t * part_goal[i].w, 1.0f);