case VF_CLEARSCREEN:
PRVM_G_FLOAT(OFS_RETURN) = r_refdef.view.isoverlay;
break;
+ case VF_FOG_DENSITY:
+ PRVM_G_FLOAT(OFS_RETURN) = r_refdef.fog_density;
+ break;
+ case VF_FOG_COLOR:
+ PRVM_G_VECTOR(OFS_RETURN)[0] = r_refdef.fog_red;
+ PRVM_G_VECTOR(OFS_RETURN)[1] = r_refdef.fog_green;
+ PRVM_G_VECTOR(OFS_RETURN)[2] = r_refdef.fog_blue;
+ break;
+ case VF_FOG_COLOR_R:
+ PRVM_G_VECTOR(OFS_RETURN)[0] = r_refdef.fog_red;
+ break;
+ case VF_FOG_COLOR_G:
+ PRVM_G_VECTOR(OFS_RETURN)[1] = r_refdef.fog_green;
+ break;
+ case VF_FOG_COLOR_B:
+ PRVM_G_VECTOR(OFS_RETURN)[2] = r_refdef.fog_blue;
+ break;
+ case VF_FOG_ALPHA:
+ PRVM_G_FLOAT(OFS_RETURN) = r_refdef.fog_alpha;
+ break;
+ case VF_FOG_START:
+ PRVM_G_FLOAT(OFS_RETURN) = r_refdef.fog_start;
+ break;
+ case VF_FOG_END:
+ PRVM_G_FLOAT(OFS_RETURN) = r_refdef.fog_end;
+ break;
+ case VF_FOG_HEIGHT:
+ PRVM_G_FLOAT(OFS_RETURN) = r_refdef.fog_height;
+ break;
+ case VF_FOG_FADEDEPTH:
+ PRVM_G_FLOAT(OFS_RETURN) = r_refdef.fog_fadedepth;
+ break;
default:
PRVM_G_FLOAT(OFS_RETURN) = 0;
VM_Warning("VM_CL_R_GetView : unknown parm %i\n", c);
case VF_CLEARSCREEN:
r_refdef.view.isoverlay = !k;
break;
+ case VF_FOG_DENSITY:
+ r_refdef.fog_density = k;
+ break;
+ case VF_FOG_COLOR:
+ r_refdef.fog_red = f[0];
+ r_refdef.fog_green = f[1];
+ r_refdef.fog_blue = f[2];
+ break;
+ case VF_FOG_COLOR_R:
+ r_refdef.fog_red = k;
+ break;
+ case VF_FOG_COLOR_G:
+ r_refdef.fog_green = k;
+ break;
+ case VF_FOG_COLOR_B:
+ r_refdef.fog_blue = k;
+ break;
+ case VF_FOG_ALPHA:
+ r_refdef.fog_alpha = k;
+ break;
+ case VF_FOG_START:
+ r_refdef.fog_start = k;
+ break;
+ case VF_FOG_END:
+ r_refdef.fog_end = k;
+ break;
+ case VF_FOG_HEIGHT:
+ r_refdef.fog_height = k;
+ break;
+ case VF_FOG_FADEDEPTH:
+ r_refdef.fog_fadedepth = k;
+ break;
default:
PRVM_G_FLOAT(OFS_RETURN) = 0;
VM_Warning("VM_CL_R_SetView : unknown parm %i\n", c);
// we need to update any RENDER_VIEWMODEL entities at this point because
// csqc supplies its own view matrix
CL_UpdateViewEntities();
+
// now draw stuff!
R_RenderView();