float texcoord2f[3][2];
float vertex3f[3][3];
float color4f[3][4];
+ float plane[4]; // backface culling
// how long this decal has lived so far (the actual fade begins at cl_decals_time)
float lived;
// if >= 0 this indicates the decal should follow an animated triangle
int bouncegrid_hits;
int bouncegrid_splats;
int bouncegrid_bounces;
+ int collisioncache_animated;
+ int collisioncache_cached;
+ int collisioncache_traced;
int bloom;
int bloom_copypixels;
int bloom_drawpixels;
int width;
int height;
int depth;
- r_viewport_t viewport;
+ r_viewport_t viewport; // note: if r_viewscale is used, the viewport.width and viewport.height may be less than width and height
// which color components to allow (for anaglyph glasses)
int colormask[4];
entity_render_t *tempentities;
int numtempentities;
int maxtempentities;
+ qboolean expandtempentities;
// renderable dynamic lights
rtlight_t *lights[MAX_DLIGHTS];
float shadowpolygonfactor;
float shadowpolygonoffset;
+ // how long R_RenderView took on the previous frame
+ double lastdrawscreentime;
+
// rendering stats for r_speeds display
// (these are incremented in many places)
r_refdef_stats_t stats;