2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
24 entity_t r_worldentity;
26 qboolean r_cache_thrash; // compatability
28 vec3_t modelorg, r_entorigin;
29 entity_t *currententity;
31 int r_visframecount; // bumped when going to a new PVS
32 int r_framecount; // used for dlight push checking
36 int c_brush_polys, c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
38 qboolean envmap; // true during envmap command capture
40 // LordHavoc: moved all code related to particles into r_part.c
41 //int particletexture; // little dot for particles
42 //int playertextures; // up to 16 color translated skins
52 float r_world_matrix[16];
53 float r_base_world_matrix[16];
60 mleaf_t *r_viewleaf, *r_oldviewleaf;
62 texture_t *r_notexture_mip;
64 unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value
67 void R_MarkLeaves (void);
69 //cvar_t r_norefresh = {"r_norefresh","0"};
70 cvar_t r_drawentities = {"r_drawentities","1"};
71 cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
72 cvar_t r_speeds = {"r_speeds","0"};
73 cvar_t r_speeds2 = {"r_speeds2","0"};
74 cvar_t r_fullbright = {"r_fullbright","0"};
75 //cvar_t r_lightmap = {"r_lightmap","0"};
76 cvar_t r_wateralpha = {"r_wateralpha","1"};
77 cvar_t r_dynamic = {"r_dynamic","1"};
78 cvar_t r_novis = {"r_novis","0"};
79 cvar_t r_waterripple = {"r_waterripple","0"};
80 cvar_t r_fullbrights = {"r_fullbrights", "1"};
82 cvar_t contrast = {"contrast", "1.0", true}; // LordHavoc: a method of operating system independent color correction
83 cvar_t brightness = {"brightness", "1.0", true}; // LordHavoc: a method of operating system independent color correction
84 cvar_t gl_lightmode = {"gl_lightmode", "1", true}; // LordHavoc: overbright lighting
85 //cvar_t r_dynamicbothsides = {"r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right...
86 cvar_t r_farclip = {"r_farclip", "6144"};
88 cvar_t gl_fogenable = {"gl_fogenable", "0"};
89 cvar_t gl_fogdensity = {"gl_fogdensity", "0.25"};
90 cvar_t gl_fogred = {"gl_fogred","0.3"};
91 cvar_t gl_foggreen = {"gl_foggreen","0.3"};
92 cvar_t gl_fogblue = {"gl_fogblue","0.3"};
93 cvar_t gl_fogstart = {"gl_fogstart", "0"};
94 cvar_t gl_fogend = {"gl_fogend","0"};
95 cvar_t glfog = {"glfog", "0"};
101 float fog_density, fog_red, fog_green, fog_blue;
103 qboolean oldgl_fogenable;
104 void FOG_framebegin()
108 // if (!Nehahrademcompatibility)
109 // gl_fogenable.value = 0;
110 if (gl_fogenable.value)
112 oldgl_fogenable = true;
113 fog_density = gl_fogdensity.value;
114 fog_red = gl_fogred.value;
115 fog_green = gl_foggreen.value;
116 fog_blue = gl_fogblue.value;
118 else if (oldgl_fogenable)
120 oldgl_fogenable = false;
129 fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f);
130 fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
131 fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f);
145 // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
146 //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
149 colors[1] = fog_green;
150 colors[2] = fog_blue;
159 glFogi (GL_FOG_MODE, GL_EXP2);
160 glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100);
161 glFogfv (GL_FOG_COLOR, colors);
172 fogdensity = -4000.0f / (fog_density * fog_density);
173 // fog color was already set
190 Cvar_Set("gl_fogenable", "0");
191 Cvar_Set("gl_fogdensity", "0.2");
192 Cvar_Set("gl_fogred", "0.3");
193 Cvar_Set("gl_foggreen", "0.3");
194 Cvar_Set("gl_fogblue", "0.3");
196 fog_density = fog_red = fog_green = fog_blue = 0.0f;
199 void FOG_registercvars()
201 Cvar_RegisterVariable (&glfog);
204 Cvar_RegisterVariable (&gl_fogenable);
205 Cvar_RegisterVariable (&gl_fogdensity);
206 Cvar_RegisterVariable (&gl_fogred);
207 Cvar_RegisterVariable (&gl_foggreen);
208 Cvar_RegisterVariable (&gl_fogblue);
209 Cvar_RegisterVariable (&gl_fogstart);
210 Cvar_RegisterVariable (&gl_fogend);
218 void gl_main_shutdown()
222 void gl_main_newmap()
229 Cvar_RegisterVariable (&r_drawentities);
230 Cvar_RegisterVariable (&r_drawviewmodel);
231 Cvar_RegisterVariable (&r_speeds);
232 Cvar_RegisterVariable (&r_speeds2);
233 Cvar_RegisterVariable (&contrast);
234 Cvar_RegisterVariable (&brightness);
235 Cvar_RegisterVariable (&gl_lightmode);
236 // Cvar_RegisterVariable (&r_dynamicwater);
237 // Cvar_RegisterVariable (&r_dynamicbothsides);
238 Cvar_RegisterVariable (&r_fullbrights);
239 Cvar_RegisterVariable (&r_wateralpha);
240 Cvar_RegisterVariable (&r_dynamic);
241 Cvar_RegisterVariable (&r_novis);
242 Cvar_RegisterVariable (&r_waterripple); // LordHavoc: added waterripple
244 Cvar_SetValue("r_fullbrights", 0);
245 // if (gl_vendor && strstr(gl_vendor, "3Dfx"))
246 // gl_lightmode.value = 0;
247 Cvar_RegisterVariable (&r_fullbright);
248 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
251 extern void GL_Draw_Init();
252 extern void GL_Main_Init();
253 extern void GL_Models_Init();
254 extern void GL_Poly_Init();
255 extern void GL_Surf_Init();
256 extern void GL_Screen_Init();
257 extern void GL_Misc_Init();
258 extern void R_Crosshairs_Init();
259 extern void R_Light_Init();
260 extern void R_Particles_Init();
261 extern void R_Explosion_Init();
262 extern void CL_Effects_Init();
266 R_Modules_Shutdown();
288 extern char *ENGINE_EXTENSIONS;
291 gl_vendor = glGetString (GL_VENDOR);
292 Con_Printf ("GL_VENDOR: %s\n", gl_vendor);
293 gl_renderer = glGetString (GL_RENDERER);
294 Con_Printf ("GL_RENDERER: %s\n", gl_renderer);
296 gl_version = glGetString (GL_VERSION);
297 Con_Printf ("GL_VERSION: %s\n", gl_version);
298 gl_extensions = glGetString (GL_EXTENSIONS);
299 Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);
301 // Con_Printf ("%s %s\n", gl_renderer, gl_version);
303 VID_CheckMultitexture();
306 // LordHavoc: report supported extensions
307 Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
309 glCullFace(GL_FRONT);
310 glEnable(GL_TEXTURE_2D);
311 // glDisable(GL_ALPHA_TEST);
312 glAlphaFunc(GL_GREATER, 0.5);
314 // glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
321 void R_RotateForEntity (entity_t *e)
323 glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
325 glRotatef (e->angles[1], 0, 0, 1);
326 glRotatef (-e->angles[0], 0, 1, 0);
327 glRotatef (e->angles[2], 1, 0, 0);
329 glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
333 // LordHavoc: shading stuff
339 //==================================================================================
341 void R_DrawBrushModel (entity_t *e);
342 void R_DrawSpriteModel (entity_t *e, frameblend_t *blend);
344 void R_LerpUpdate(entity_t *ent)
347 frame = ent->render.frame;
348 if (ent->render.model && ent->render.frame >= ent->render.model->numframes)
350 Con_Printf("R_LerpUpdate: no such frame%6i in \"%s\"\n", ent->render.frame, ent->render.model->name);
354 if (ent->render.lerp_model != ent->render.model)
356 // reset all interpolation information
357 ent->render.lerp_model = ent->render.model;
358 ent->render.frame1 = ent->render.frame2 = frame;
359 ent->render.frame1start = ent->render.frame2start = cl.time;
360 ent->render.framelerp = 1;
361 ent->render.lerp_starttime = 0;
363 else if (ent->render.frame2 != frame)
365 // transition to new frame
366 ent->render.frame1 = ent->render.frame2;
367 ent->render.frame1start = ent->render.frame2start;
368 ent->render.frame2 = frame;
369 ent->render.frame2start = cl.time;
370 ent->render.framelerp = 0;
371 ent->render.lerp_starttime = cl.time;
375 // lerp_starttime < 0 is used to prevent changing of framelerp
376 if (ent->render.lerp_starttime >= 0)
379 ent->render.framelerp = (cl.time - ent->render.lerp_starttime) * 10;
380 ent->render.framelerp = bound(0, ent->render.framelerp, 1);
386 void R_PrepareEntities (void)
391 // this updates entities that are supposed to be view relative
392 for (i = 0;i < cl_numvisedicts;i++)
394 ent = cl_visedicts[i];
396 if (ent->render.flags & RENDER_VIEWMODEL)
398 // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
399 ent->render.flags -= RENDER_VIEWMODEL;
401 VectorCopy(ent->render.origin, v);
402 ent->render.origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_refdef.vieworg[0];
403 ent->render.origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_refdef.vieworg[1];
404 ent->render.origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_refdef.vieworg[2];
406 VectorAdd(ent->render.angles, r_refdef.viewangles, ent->render.angles);
416 // LordHavoc: split so bmodels are rendered before any other objects
417 void R_DrawEntitiesOnList1 (void)
421 if (!r_drawentities.value)
424 for (i = 0;i < cl_numvisedicts;i++)
426 if (cl_visedicts[i]->render.model->type != mod_brush)
428 currententity = cl_visedicts[i];
429 modelalpha = currententity->render.alpha;
431 R_DrawBrushModel (currententity);
435 void R_DrawEntitiesOnList2 (void)
438 frameblend_t blend[4];
440 if (!r_drawentities.value)
443 for (i = 0;i < cl_numvisedicts;i++)
445 currententity = cl_visedicts[i];
446 modelalpha = currententity->render.alpha;
448 switch (currententity->render.model->type)
451 R_LerpUpdate(currententity);
452 R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
453 R_DrawAliasModel (currententity, true, modelalpha, currententity->render.model, blend, currententity->render.skinnum, currententity->render.origin, currententity->render.angles, currententity->render.scale, currententity->render.effects, currententity->render.model->flags, currententity->render.colormap);
457 R_LerpUpdate(currententity);
458 R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
459 R_DrawSpriteModel (currententity, blend);
473 void R_DrawViewModel (void)
475 frameblend_t blend[4];
477 if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
480 currententity = &cl.viewent;
481 currententity->render.alpha = modelalpha = cl_entities[cl.viewentity].render.alpha; // LordHavoc: if the player is transparent, so is the gun
482 currententity->render.effects = cl_entities[cl.viewentity].render.effects;
483 currententity->render.scale = 1;
484 VectorCopy(cl_entities[cl.viewentity].render.colormod, currententity->render.colormod);
486 R_LerpUpdate(currententity);
487 R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
489 // hack the depth range to prevent view model from poking into walls
490 glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
491 R_DrawAliasModel (currententity, false, modelalpha, currententity->render.model, blend, currententity->render.skinnum, currententity->render.origin, currententity->render.angles, currententity->render.scale, currententity->render.effects, currententity->render.model->flags, currententity->render.colormap);
492 glDepthRange (gldepthmin, gldepthmax);
495 void R_DrawBrushModel (entity_t *e);
497 void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
499 void R_SetFrustum (void)
503 if (r_refdef.fov_x == 90)
505 // front side is visible
507 VectorAdd (vpn, vright, frustum[0].normal);
508 VectorSubtract (vpn, vright, frustum[1].normal);
510 VectorAdd (vpn, vup, frustum[2].normal);
511 VectorSubtract (vpn, vup, frustum[3].normal);
515 // rotate VPN right by FOV_X/2 degrees
516 RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
517 // rotate VPN left by FOV_X/2 degrees
518 RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
519 // rotate VPN up by FOV_X/2 degrees
520 RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
521 // rotate VPN down by FOV_X/2 degrees
522 RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
525 for (i=0 ; i<4 ; i++)
527 frustum[i].type = PLANE_ANYZ;
528 frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
529 // frustum[i].signbits = SignbitsForPlane (&frustum[i]);
530 BoxOnPlaneSideClassify(&frustum[i]);
534 void R_AnimateLight (void);
535 void V_CalcBlend (void);
542 void R_SetupFrame (void)
544 // don't allow cheats in multiplayer
545 if (cl.maxclients > 1)
547 Cvar_Set ("r_fullbright", "0");
548 Cvar_Set ("r_ambient", "0");
555 // build the transformation matrix for the given view angles
556 VectorCopy (r_refdef.vieworg, r_origin);
558 AngleVectors (r_refdef.viewangles, vpn, vright, vup);
561 r_oldviewleaf = r_viewleaf;
562 r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
564 V_SetContentsColor (r_viewleaf->contents);
567 r_cache_thrash = false;
583 void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
585 GLdouble xmin, xmax, ymin, ymax;
587 ymax = zNear * tan( fovy * M_PI / 360.0 );
590 xmin = ymin * aspect;
591 xmax = ymax * aspect;
593 glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
597 extern char skyname[];
604 void R_SetupGL (void)
607 extern int glwidth, glheight;
608 int x, x2, y2, y, w, h;
615 glMatrixMode(GL_PROJECTION);
617 x = r_refdef.vrect.x * glwidth/vid.width;
618 x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
619 y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
620 y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
622 // fudge around because of frac screen scale
641 glViewport (glx + x, gly + y2, w, h);
642 screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
643 // yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
644 // if (skyname[0]) // skybox enabled?
645 // MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_skyboxsize.value*1.732050807569 + 256); // this is size*sqrt(3) + 256
647 MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_farclip.value);
649 glCullFace(GL_FRONT);
651 glMatrixMode(GL_MODELVIEW);
654 glRotatef (-90, 1, 0, 0); // put Z going up
655 glRotatef (90, 0, 0, 1); // put Z going up
656 glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
657 glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
658 glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
659 glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
661 glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
666 // if (gl_cull.value)
667 glEnable(GL_CULL_FACE);
669 // glDisable(GL_CULL_FACE);
671 glEnable(GL_BLEND); // was Disable
672 glDisable(GL_ALPHA_TEST);
673 glAlphaFunc(GL_GREATER, 0.5);
674 glEnable(GL_DEPTH_TEST);
676 glShadeModel(GL_SMOOTH);
688 // glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
691 glDepthFunc (GL_LEQUAL);
693 glDepthRange (gldepthmin, gldepthmax);
696 // LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
701 glMatrixMode(GL_PROJECTION);
703 glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
704 glMatrixMode(GL_MODELVIEW);
706 glDisable (GL_DEPTH_TEST);
707 glDisable (GL_CULL_FACE);
708 glDisable(GL_TEXTURE_2D);
710 glBlendFunc (GL_DST_COLOR, GL_ONE);
711 glBegin (GL_TRIANGLES);
713 glVertex2f (-5000, -5000);
714 glVertex2f (10000, -5000);
715 glVertex2f (-5000, 10000);
717 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
719 glEnable(GL_TEXTURE_2D);
720 glEnable (GL_DEPTH_TEST);
721 glEnable (GL_CULL_FACE);
724 extern cvar_t contrast;
725 extern cvar_t brightness;
726 extern cvar_t gl_lightmode;
732 glMatrixMode(GL_PROJECTION);
734 glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
735 glMatrixMode(GL_MODELVIEW);
737 glDisable (GL_DEPTH_TEST);
738 glDisable (GL_CULL_FACE);
739 glDisable(GL_TEXTURE_2D);
743 glBlendFunc (GL_DST_COLOR, GL_ONE);
744 glBegin (GL_TRIANGLES);
746 glVertex2f (-5000, -5000);
747 glVertex2f (10000, -5000);
748 glVertex2f (-5000, 10000);
751 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
752 contrast.value = bound(0.2, contrast.value, 1.0);
753 if (/*gl_polyblend.value && */v_blend[3])
755 glBegin (GL_TRIANGLES);
756 glColor4fv (v_blend);
757 glVertex2f (-5000, -5000);
758 glVertex2f (10000, -5000);
759 glVertex2f (-5000, 10000);
763 glEnable (GL_CULL_FACE);
764 glEnable (GL_DEPTH_TEST);
766 glEnable(GL_TEXTURE_2D);
769 #define TIMEREPORT(VAR) \
770 if (r_speeds2.value)\
772 temptime = currtime;\
773 currtime = Sys_FloatTime();\
774 VAR = (int) ((currtime - temptime) * 1000000.0);\
783 r_refdef must be set before the first call
786 extern qboolean intimerefresh;
787 extern qboolean skyisvisible;
789 extern void UploadLightmaps();
790 char r_speeds2_string1[81], r_speeds2_string2[81], r_speeds2_string3[81], r_speeds2_string4[81], r_speeds2_string5[81], r_speeds2_string6[81], r_speeds2_string7[81];
791 void R_RenderView (void)
793 double starttime, currtime, temptime;
794 int time_clear, time_setup, time_world, time_bmodels, time_upload, time_sky, time_wall, time_models, time_moveparticles, time_drawparticles, time_moveexplosions, time_drawexplosions, time_drawdecals, time_transpoly, time_blend, time_total;
795 // if (r_norefresh.value)
798 if (!r_worldentity.render.model || !cl.worldmodel)
799 Host_Error ("R_RenderView: NULL worldmodel");
801 lighthalf = gl_lightmode.value;
807 starttime = currtime = Sys_FloatTime();
810 starttime = currtime = 0;
812 skyisvisible = false;
813 TIMEREPORT(time_clear)
815 // render normal view
827 TIMEREPORT(time_setup)
829 R_MarkLeaves (); // done here so we know if we're in water
830 R_DrawWorld (); // adds static entities to the list
831 TIMEREPORT(time_world)
832 R_DrawEntitiesOnList1 (); // BSP models
833 TIMEREPORT(time_bmodels)
836 TIMEREPORT(time_upload)
838 skypolyrender(); // fogged sky polys, affects depth
840 if (skyname[0] && skyisvisible && !fogenabled)
841 R_Sky(); // does not affect depth, draws over the sky polys
845 TIMEREPORT(time_wall)
847 if (!intimerefresh && !r_speeds2.value)
848 S_ExtraUpdate (); // don't let sound get messed up if going slow
850 R_DrawEntitiesOnList2 (); // other models
851 // R_RenderDlights ();
853 TIMEREPORT(time_models)
855 TIMEREPORT(time_moveparticles)
857 TIMEREPORT(time_drawparticles)
859 TIMEREPORT(time_moveexplosions)
861 TIMEREPORT(time_drawexplosions)
863 TIMEREPORT(time_drawdecals)
866 TIMEREPORT(time_transpoly)
871 TIMEREPORT(time_blend)
874 time_total = (int) ((Sys_FloatTime() - starttime) * 1000000.0);
875 sprintf(r_speeds2_string1, "%6i walls %6i dlitwalls %7i modeltris %7i transpoly\n", c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly);
876 sprintf(r_speeds2_string2, "BSP: %6i faces %6i nodes %6i leafs\n", c_faces, c_nodes, c_leafs);
877 sprintf(r_speeds2_string3, "%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n", c_models, c_bmodels, c_sprites, c_particles, c_dlights);
878 sprintf(r_speeds2_string4, "%6ius clear %6ius setup %6ius world %6ius bmodel %6ius upload", time_clear, time_setup, time_world, time_bmodels, time_upload);
879 sprintf(r_speeds2_string5, "%6ius sky %6ius wall %6ius models %6ius mpart %6ius dpart ", time_sky, time_wall, time_models, time_moveparticles, time_drawparticles);
880 sprintf(r_speeds2_string6, "%6ius mexplo %6ius dexplo %6ius decals %6ius trans %6ius blend ", time_moveexplosions, time_drawexplosions, time_drawdecals, time_transpoly, time_blend);
881 sprintf(r_speeds2_string7, "%6ius permdl %6ius total ", time_models / max(c_models, 1), time_total);