unsigned int corona_queryindex_allpixels;
/// this is R_Shadow_Cubemap(rtlight->cubemapname)
rtexture_t *currentcubemap;
- /// set by R_CacheRTLight to decide whether R_DrawRTLight should draw it
+ /// set by R_Shadow_PrepareLight to decide whether R_Shadow_DrawLight should draw it
qboolean draw;
- /// these fields are set by R_CacheRTLight for later drawing
+ /// these fields are set by R_Shadow_PrepareLight for later drawing
int cached_numlightentities;
int cached_numlightentities_noselfshadow;
int cached_numshadowentities;
float qw_entertime;
int qw_ping;
int qw_packetloss;
+ int qw_movementloss;
int qw_spectator;
char qw_team[8];
char qw_skin[MAX_QPATH];
// entity database stuff
// latest received entity frame numbers
-#define LATESTFRAMENUMS 3
+#define LATESTFRAMENUMS 32
+ int latestframenumsposition;
int latestframenums[LATESTFRAMENUMS];
+ int latestsendnums[LATESTFRAMENUMS];
entityframe_database_t *entitydatabase;
entityframe4_database_t *entitydatabase4;
entityframeqw_database_t *entitydatabaseqw;
typedef struct r_viewport_s
{
- double m[16];
matrix4x4_t cameramatrix; // from entity (transforms from camera entity to world)
matrix4x4_t viewmatrix; // actual matrix for rendering (transforms to viewspace)
matrix4x4_t projectmatrix; // actual projection matrix (transforms from viewspace to screen)
int height;
int depth;
r_viewport_type_t type;
+ float screentodepth[2]; // used by deferred renderer to calculate linear depth from device depth coordinates
}
r_viewport_t;