public void DrawStretchPicture(float x, float y, float width, float height, float s, float t, float s2, float t2, idMaterial material)
{
Vertex[] verts = new Vertex[4];
int[] indexes = new int[6];
/*indexes[0] = 0;
indexes[1] = 1;
indexes[2] = 2;
indexes[3] = 0;
indexes[4] = 2;
indexes[5] = 3;*/
indexes[0] = 3;
indexes[1] = 0;
indexes[2] = 2;
indexes[3] = 2;
indexes[4] = 0;
indexes[5] = 1;
verts[0].Position = new Vector3(x, y, 0);
verts[0].TextureCoordinates = new Vector2(s, t);
verts[0].Normal = new Vector3(0, 0, 1);
/*verts[0].Tangents = new Vector3[] {
new Vector3(1, 0, 0),
new Vector3(0, 1, 0)
};*/
verts[1].Position = new Vector3(x + width, y, 0);
verts[1].TextureCoordinates = new Vector2(s2, t);
verts[1].Normal = new Vector3(0, 0, 1);
/*verts[1].Tangents = new Vector3[] {
new Vector3(1, 0, 0),
new Vector3(0, 1, 0)
};*/
verts[2].Position = new Vector3(x + width, y + height, 0);
verts[2].TextureCoordinates = new Vector2(s2, t2);
verts[2].Normal = new Vector3(0, 0, 1);
/*verts[2].Tangents = new Vector3[] {
new Vector3(1, 0, 0),
new Vector3(0, 1, 0)
};*/
verts[3].Position = new Vector3(x, y + height, 0);
verts[3].TextureCoordinates = new Vector2(s, t2);
verts[3].Normal = new Vector3(0, 0, 1);
/*verts[3].Tangents = new Vector3[] {
new Vector3(1, 0, 0),
new Vector3(0, 1, 0)
};*/
bool ident = _matrix != Matrix.Identity;
if(ident == true)
{
idConsole.Warning("TODO: IDENT == true");
/*verts[0].Position -= _origin;
verts[0].Position *= _matrix.Translation;
verts[0].Position += _origin;
verts[1].Position -= _origin;
verts[1].Position *= _matrix.Translation;
verts[1].Position += _origin;
verts[2].Position -= _origin;
verts[2].Position *= _matrix.Translation;
verts[2].Position += _origin;
verts[3].Position -= _origin;
verts[3].Position *= _matrix.Translation;
verts[3].Position += _origin;*/
}
idE.RenderSystem.DrawStretchPicture(verts.ToArray(), indexes.ToArray(), material, ident);
}