mplane_t frustum[4];
-int c_brush_polys, c_alias_polys;
+int c_brush_polys, c_alias_polys, c_light_polys, c_nodes, c_leafs;
qboolean envmap; // true during envmap command capture
// LordHavoc: moved all code related to particles into r_part.c
//int particletexture; // little dot for particles
-int playertextures; // up to 16 color translated skins
+//int playertextures; // up to 16 color translated skins
extern qboolean isG200, isRagePro; // LordHavoc: special card hacks
texture_t *r_notexture_mip;
-int d_lightstylevalue[256]; // 8.8 fraction of base light value
+unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value
void R_MarkLeaves (void);
cvar_t r_speeds2 = {"r_speeds2","0"};
cvar_t r_fullbright = {"r_fullbright","0"};
//cvar_t r_lightmap = {"r_lightmap","0"};
-//cvar_t r_shadows = {"r_shadows","0"};
+cvar_t r_shadows = {"r_shadows","0"};
cvar_t r_wateralpha = {"r_wateralpha","1"};
-//cvar_t r_dynamic = {"r_dynamic","1"};
+cvar_t r_dynamic = {"r_dynamic","1"};
cvar_t r_novis = {"r_novis","0"};
cvar_t r_waterripple = {"r_waterripple","0"};
cvar_t r_fullbrights = {"r_fullbrights", "1"};
-//cvar_t gl_cull = {"gl_cull","1"};
-//cvar_t gl_affinemodels = {"gl_affinemodels","0"};
-//cvar_t gl_polyblend = {"gl_polyblend","1"};
-//cvar_t gl_flashblend = {"gl_flashblend","0"};
-cvar_t gl_playermip = {"gl_playermip","0"};
-//cvar_t gl_nocolors = {"gl_nocolors","0"};
-//cvar_t gl_keeptjunctions = {"gl_keeptjunctions","1"};
-//cvar_t gl_reporttjunctions = {"gl_reporttjunctions","0"};
cvar_t contrast = {"contrast", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
cvar_t brightness = {"brightness", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
cvar_t gl_lightmode = {"gl_lightmode", "1", TRUE}; // LordHavoc: overbright lighting
-//cvar_t r_particles = {"r_particles", "1"};
-//cvar_t r_dynamicwater = {"r_dynamicwater", "1"};
-//cvar_t r_smokealpha = {"r_smokealpha", "0.25"};
//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...
-
-cvar_t r_fogdensity = {"r_fogdensity", "0"};
-cvar_t r_fogred = {"r_fogred","0.3"};
-cvar_t r_foggreen = {"r_foggreen","0.3"};
-cvar_t r_fogblue = {"r_fogblue","0.3"};
+cvar_t r_farclip = {"r_farclip", "6144"};
cvar_t gl_fogenable = {"gl_fogenable", "0"};
cvar_t gl_fogdensity = {"gl_fogdensity", "0.25"};
cvar_t gl_fogblue = {"gl_fogblue","0.3"};
cvar_t gl_fogstart = {"gl_fogstart", "0"};
cvar_t gl_fogend = {"gl_fogend","0"};
-
-int chrometexture;
-
-void makechrometextures()
-{
- int x, y, g, g2, amplitude, noise[64][64], min, max;
- byte data[64][64][4];
- //
- // particle texture
- //
- chrometexture = texture_extension_number++;
- glBindTexture(GL_TEXTURE_2D, chrometexture);
-
-#define n(x,y) noise[(y)&63][(x)&63]
-
- amplitude = 16777215;
- g2 = 64;
- noise[0][0] = 0;
- for (;(g = g2 >> 1) >= 1;g2 >>= 1)
- {
- // subdivide, diamond-square algorythm (really this has little to do with squares)
- // diamond
- for (y = 0;y < 64;y += g2)
- for (x = 0;x < 64;x += g2)
- n(x+g,y+g) = (n(x,y) + n(x+g2,y) + n(x,y+g2) + n(x+g2,y+g2)) >> 2;
- // square
- for (y = 0;y < 64;y += g2)
- for (x = 0;x < 64;x += g2)
- {
- n(x+g,y) = (n(x,y) + n(x+g2,y) + n(x+g,y-g) + n(x+g,y+g)) >> 2;
- n(x,y+g) = (n(x,y) + n(x,y+g2) + n(x-g,y+g) + n(x+g,y+g)) >> 2;
- }
- // brownian motion theory
- amplitude >>= 1;
- for (y = 0;y < 64;y += g)
- for (x = 0;x < 64;x += g)
- noise[y][x] += rand()&litude;
- }
- // normalize the noise range
- min = max = 0;
- for (y = 0;y < 64;y++)
- for (x = 0;x < 64;x++)
- {
- if (n(x,y) < min) min = n(x,y);
- if (n(x,y) > max) max = n(x,y);
- }
- max -= min;
- for (y = 0;y < 64;y++)
- for (x = 0;x < 64;x++)
- n(x,y) = (n(x,y) - min) * 255 / max;
-
-#undef n
-
- // convert to RGBA data
- for (y = 0;y < 64;y++)
- for (x = 0;x < 64;x++)
- {
- data[y][x][0] = data[y][x][1] = data[y][x][2] = (byte) noise[y][x];
- data[y][x][3] = 255;
- }
-
- glTexImage2D (GL_TEXTURE_2D, 0, 4, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
-
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-}
+cvar_t glfog = {"glfog", "0"};
extern qboolean isRagePro;
vec3_t fogcolor;
vec_t fogdensity;
+float fog_density, fog_red, fog_green, fog_blue;
qboolean fogenabled;
qboolean oldgl_fogenable;
void FOG_framebegin()
{
- if (gl_fogenable.value)
- {
- oldgl_fogenable = true;
- r_fogdensity.value = gl_fogdensity.value;
- r_fogred.value = gl_fogred.value;
- r_foggreen.value = gl_foggreen.value;
- r_fogblue.value = gl_fogblue.value;
- }
- else if (oldgl_fogenable)
+ if (nehahra)
{
- oldgl_fogenable = false;
- r_fogdensity.value = 0;
- r_fogred.value = 0.3;
- r_foggreen.value = 0.3;
- r_fogblue.value = 0.3;
+// if (!Nehahrademcompatibility)
+// gl_fogenable.value = 0;
+ if (gl_fogenable.value)
+ {
+ oldgl_fogenable = true;
+ fog_density = gl_fogdensity.value;
+ fog_red = gl_fogred.value;
+ fog_green = gl_foggreen.value;
+ fog_blue = gl_fogblue.value;
+ }
+ else if (oldgl_fogenable)
+ {
+ oldgl_fogenable = false;
+ fog_density = 0;
+ fog_red = 0;
+ fog_green = 0;
+ fog_blue = 0;
+ }
}
- /*
- if(gl_fogdensity.value)
+ if (glfog.value)
{
- // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
- //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
- GLfloat colors[4];
- colors[0] = gl_fogred.value;
- colors[1] = gl_foggreen.value;
- colors[2] = gl_fogblue.value;
- colors[3] = 1;
-
- glFogi (GL_FOG_MODE, GL_EXP2);
- glFogf (GL_FOG_DENSITY, (GLfloat) gl_fogdensity.value / 100);
- glFogfv (GL_FOG_COLOR, colors);
- glEnable (GL_FOG);
+ if (!r_render.value)
+ return;
+ if(fog_density)
+ {
+ // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
+ //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
+ GLfloat colors[4];
+ colors[0] = fog_red;
+ colors[1] = fog_green;
+ colors[2] = fog_blue;
+ colors[3] = 1;
+ if (lighthalf)
+ {
+ colors[0] *= 0.5f;
+ colors[1] *= 0.5f;
+ colors[2] *= 0.5f;
+ }
+
+ glFogi (GL_FOG_MODE, GL_EXP2);
+ glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100);
+ glFogfv (GL_FOG_COLOR, colors);
+ glEnable (GL_FOG);
+ }
+ else
+ glDisable(GL_FOG);
}
else
- glDisable(GL_FOG);
- */
- if (r_fogdensity.value)
{
- fogenabled = true;
- fogdensity = -6144.0f / (r_fogdensity.value * r_fogdensity.value);
- fogcolor[0] = bound(0.0f, r_fogred.value, 1.0f);
- fogcolor[1] = bound(0.0f, r_foggreen.value, 1.0f);
- fogcolor[2] = bound(0.0f, r_fogblue.value, 1.0f);
- if (lighthalf)
+ if (fog_density)
{
- fogcolor[0] *= 0.5f;
- fogcolor[1] *= 0.5f;
- fogcolor[2] *= 0.5f;
+ fogenabled = true;
+ fogdensity = -4000.0f / (fog_density * fog_density);
+ fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f);
+ fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
+ fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f);
+ if (lighthalf)
+ {
+ fogcolor[0] *= 0.5f;
+ fogcolor[1] *= 0.5f;
+ fogcolor[2] *= 0.5f;
+ }
}
+ else
+ fogenabled = false;
}
- else
- fogenabled = false;
}
void FOG_frameend()
{
-// glDisable(GL_FOG);
+ if (glfog.value)
+ glDisable(GL_FOG);
}
void FOG_clear()
{
- gl_fogenable.value = 0;
- r_fogdensity.value = 0;
- r_fogred.value = 0.3;
- r_fogblue.value = 0.3;
- r_foggreen.value = 0.3;
+ if (nehahra)
+ {
+ Cvar_Set("gl_fogenable", "0");
+ Cvar_Set("gl_fogdensity", "0.2");
+ Cvar_Set("gl_fogred", "0.3");
+ Cvar_Set("gl_foggreen", "0.3");
+ Cvar_Set("gl_fogblue", "0.3");
+ }
+ fog_density = fog_red = fog_green = fog_blue = 0.0f;
}
void FOG_registercvars()
{
- Cvar_RegisterVariable (&r_fogdensity);
- Cvar_RegisterVariable (&r_fogred);
- Cvar_RegisterVariable (&r_foggreen);
- Cvar_RegisterVariable (&r_fogblue);
- Cvar_RegisterVariable (&gl_fogenable);
- Cvar_RegisterVariable (&gl_fogdensity);
- Cvar_RegisterVariable (&gl_fogred);
- Cvar_RegisterVariable (&gl_foggreen);
- Cvar_RegisterVariable (&gl_fogblue);
- Cvar_RegisterVariable (&gl_fogstart);
- Cvar_RegisterVariable (&gl_fogend);
+ Cvar_RegisterVariable (&glfog);
+ if (nehahra)
+ {
+ Cvar_RegisterVariable (&gl_fogenable);
+ Cvar_RegisterVariable (&gl_fogdensity);
+ Cvar_RegisterVariable (&gl_fogred);
+ Cvar_RegisterVariable (&gl_foggreen);
+ Cvar_RegisterVariable (&gl_fogblue);
+ Cvar_RegisterVariable (&gl_fogstart);
+ Cvar_RegisterVariable (&gl_fogend);
+ }
}
-void glpoly_init();
-void glrsurf_init();
-void rlight_init();
-
-// LordHavoc: vertex array
-float *aliasvert;
-float *aliasvertnorm;
-byte *aliasvertcolor;
+void glmain_start()
+{
+}
-void rmain_registercvars()
+void glmain_shutdown()
{
- // allocate vertex processing arrays
- aliasvert = malloc(sizeof(float[MD2MAX_VERTS][3]));
- aliasvertnorm = malloc(sizeof(float[MD2MAX_VERTS][3]));
- aliasvertcolor = malloc(sizeof(byte[MD2MAX_VERTS][4]));
+}
+void GL_Main_Init()
+{
FOG_registercvars();
Cvar_RegisterVariable (&r_speeds2);
Cvar_RegisterVariable (&contrast);
Cvar_RegisterVariable (&brightness);
Cvar_RegisterVariable (&gl_lightmode);
// Cvar_RegisterVariable (&r_dynamicwater);
-// Cvar_RegisterVariable (&r_particles);
-// Cvar_RegisterVariable (&r_smokealpha);
// Cvar_RegisterVariable (&r_dynamicbothsides);
Cvar_RegisterVariable (&r_fullbrights);
if (nehahra)
// if (gl_vendor && strstr(gl_vendor, "3Dfx"))
// gl_lightmode.value = 0;
Cvar_RegisterVariable (&r_fullbright);
- makechrometextures();
- glpoly_init();
- glrsurf_init();
- rlight_init();
+ R_RegisterModule("GL_Main", glmain_start, glmain_shutdown);
+}
+
+extern void GL_Draw_Init();
+extern void GL_Main_Init();
+extern void GL_Models_Init();
+extern void GL_Poly_Init();
+extern void GL_Surf_Init();
+extern void GL_Screen_Init();
+extern void GL_Misc_Init();
+extern void R_Crosshairs_Init();
+extern void R_Light_Init();
+extern void R_Particles_Init();
+
+void Render_Init()
+{
+ R_ShutdownModules();
+ GL_Draw_Init();
+ GL_Main_Init();
+ GL_Models_Init();
+ GL_Poly_Init();
+ GL_Surf_Init();
+ GL_Screen_Init();
+ GL_Misc_Init();
+ R_Crosshairs_Init();
+ R_Light_Init();
+ R_Particles_Init();
+ R_StartModules();
}
/*
float modelalpha;
-void R_LightPoint (vec3_t color, vec3_t p);
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
-
-float R_CalcAnimLerp(int pose, float lerpscale)
-{
- if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart <= cl.time)
- {
- if (pose != currententity->draw_pose)
- {
- currententity->draw_lastpose = currententity->draw_pose;
- currententity->draw_pose = pose;
- currententity->draw_lerpstart = cl.time;
- return 0;
- }
- else
- return ((cl.time - currententity->draw_lerpstart) * lerpscale);
- }
- else // uninitialized
- {
- currententity->draw_lastmodel = currententity->model;
- currententity->draw_lastpose = currententity->draw_pose = pose;
- currententity->draw_lerpstart = cl.time;
- return 0;
- }
-}
+extern void R_LightPoint (vec3_t color, vec3_t p);
+extern void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
+extern void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
/*
=============================================================
void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha)
{
// LordHavoc: rewrote this to use the transparent poly system
- // FIXME: need to use uncolored fog sprite
transpolybegin(frame->gl_texturenum, 0, frame->gl_fogtexturenum, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
transpolyvert(origin[0] + frame->down * up[0] + frame->left * right[0], origin[1] + frame->down * up[1] + frame->left * right[1], origin[2] + frame->down * up[2] + frame->left * right[2], 0, 1, red, green, blue, alpha);
transpolyvert(origin[0] + frame->up * up[0] + frame->left * right[0], origin[1] + frame->up * up[1] + frame->left * right[1], origin[2] + frame->up * up[2] + frame->left * right[2], 0, 0, red, green, blue, alpha);
void R_DrawSpriteModel (entity_t *e)
{
mspriteframe_t *oldframe, *newframe;
- float *up, *right, lerp, ilerp;
- vec3_t v_forward, v_right, v_up, org;
+ float lerp, ilerp;
+ vec3_t forward, right, up, org;
msprite_t *psprite;
// don't even bother culling, because it's just a single
if (psprite->type == SPR_ORIENTED)
{ // bullet marks on walls
- AngleVectors (e->angles, v_forward, v_right, v_up);
- up = v_up;
- right = v_right;
+ AngleVectors (e->angles, forward, right, up);
VectorSubtract(e->origin, vpn, org);
}
else
{ // normal sprite
- up = vup;
- right = vright;
+ VectorCopy(vup, up);
+ VectorCopy(vright, right);
VectorCopy(e->origin, org);
}
if (e->scale != 1)
if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT)
{
- if (lighthalf)
- {
- shadecolor[0] = e->colormod[0] * 128;
- shadecolor[1] = e->colormod[1] * 128;
- shadecolor[2] = e->colormod[2] * 128;
- }
- else
- {
- shadecolor[0] = e->colormod[0] * 255;
- shadecolor[1] = e->colormod[1] * 255;
- shadecolor[2] = e->colormod[2] * 255;
- }
+ shadecolor[0] = e->colormod[0] * 255;
+ shadecolor[1] = e->colormod[1] * 255;
+ shadecolor[2] = e->colormod[2] * 255;
}
else
{
R_LightPoint (shadecolor, e->origin);
R_DynamicLightPointNoMask(shadecolor, e->origin);
- if (lighthalf)
- {
- shadecolor[0] *= e->colormod[0] * 0.5;
- shadecolor[1] *= e->colormod[1] * 0.5;
- shadecolor[2] *= e->colormod[2] * 0.5;
- }
}
// LordHavoc: interpolated sprite rendering
GL_DrawSpriteImage(newframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*lerp);
}
-/*
-=============================================================
-
- ALIAS MODELS
-
-=============================================================
-*/
-
-extern vec3_t softwaretransform_x;
-extern vec3_t softwaretransform_y;
-extern vec3_t softwaretransform_z;
-extern vec_t softwaretransform_scale;
-extern vec3_t softwaretransform_offset;
-void R_AliasLerpVerts(int vertcount, float lerp, trivert2 *verts1, vec3_t scale1, vec3_t translate1, trivert2 *verts2, vec3_t scale2, vec3_t translate2)
-{
- int i;
- vec3_t point, matrix_x, matrix_y, matrix_z;
- float *av, *avn;
- av = aliasvert;
- avn = aliasvertnorm;
- if (lerp < 0) lerp = 0;
- if (lerp > 1) lerp = 1;
- if (lerp != 0)
- {
- float ilerp, ilerp127, lerp127, scalex1, scalex2, translatex, scaley1, scaley2, translatey, scalez1, scalez2, translatez;
- if (lerp < 0) lerp = 0;
- if (lerp > 1) lerp = 1;
- ilerp = 1 - lerp;
- ilerp127 = ilerp * (1.0 / 127.0);
- lerp127 = lerp * (1.0 / 127.0);
- VectorScale(softwaretransform_x, softwaretransform_scale, matrix_x);
- VectorScale(softwaretransform_y, softwaretransform_scale, matrix_y);
- VectorScale(softwaretransform_z, softwaretransform_scale, matrix_z);
- // calculate combined interpolation variables
- scalex1 = scale1[0] * ilerp;scalex2 = scale2[0] * lerp;translatex = translate1[0] * ilerp + translate2[0] * lerp;
- scaley1 = scale1[1] * ilerp;scaley2 = scale2[1] * lerp;translatey = translate1[1] * ilerp + translate2[1] * lerp;
- scalez1 = scale1[2] * ilerp;scalez2 = scale2[2] * lerp;translatez = translate1[2] * ilerp + translate2[2] * lerp;
- // generate vertices
- for (i = 0;i < vertcount;i++)
- {
- // rotate, scale, and translate the vertex locations
- point[0] = verts1->v[0] * scalex1 + verts2->v[0] * scalex2 + translatex;
- point[1] = verts1->v[1] * scaley1 + verts2->v[1] * scaley2 + translatey;
- point[2] = verts1->v[2] * scalez1 + verts2->v[2] * scalez2 + translatez;
- *av++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
- *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
- *av++ = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
- // rotate the normals
- point[0] = verts1->n[0] * ilerp127 + verts2->n[0] * lerp127;
- point[1] = verts1->n[1] * ilerp127 + verts2->n[1] * lerp127;
- point[2] = verts1->n[2] * ilerp127 + verts2->n[2] * lerp127;
- *avn++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
- *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
- *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
- verts1++;verts2++;
- }
- }
- else
- {
- float i127;
- i127 = 1.0f / 127.0f;
- VectorScale(softwaretransform_x, softwaretransform_scale, matrix_x);
- VectorScale(softwaretransform_y, softwaretransform_scale, matrix_y);
- VectorScale(softwaretransform_z, softwaretransform_scale, matrix_z);
- // generate vertices
- for (i = 0;i < vertcount;i++)
- {
- // rotate, scale, and translate the vertex locations
- point[0] = verts1->v[0] * scale1[0] + translate1[0];
- point[1] = verts1->v[1] * scale1[1] + translate1[1];
- point[2] = verts1->v[2] * scale1[2] + translate1[2];
- *av++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
- *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
- *av++ = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
- // rotate the normals
- point[0] = verts1->n[0] * i127;
- point[1] = verts1->n[1] * i127;
- point[2] = verts1->n[2] * i127;
- *avn++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
- *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
- *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
- verts1++;
- }
- }
-}
-
-/*
-=================
-R_DrawAliasFrame
-
-=================
-*/
-extern vec3_t lightspot;
-void R_LightModel(int numverts, vec3_t center);
-extern cvar_t gl_vertexarrays;
-void R_DrawAliasFrame (aliashdr_t *paliashdr)
-{
- int i, pose, frame = currententity->frame;
- float lerpscale, lerp;
-
- softwaretransformforentity(currententity);
-
- if ((frame >= paliashdr->numframes) || (frame < 0))
- {
- Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
- frame = 0;
- }
-
- pose = paliashdr->frames[frame].firstpose;
-
- if (paliashdr->frames[frame].numposes > 1)
- {
- lerpscale = 1.0 / paliashdr->frames[frame].interval;
- pose += (int)(cl.time * lerpscale) % paliashdr->frames[frame].numposes;
- }
- else
- lerpscale = 10.0;
-
- lerp = R_CalcAnimLerp(pose, lerpscale);
-
- R_AliasLerpVerts(paliashdr->numverts, lerp, (trivert2 *)((byte *)paliashdr + paliashdr->posedata) + currententity->draw_lastpose * paliashdr->numverts, paliashdr->scale, paliashdr->scale_origin, (trivert2 *)((byte *)paliashdr + paliashdr->posedata) + currententity->draw_pose * paliashdr->numverts, paliashdr->scale, paliashdr->scale_origin);
-
- R_LightModel(paliashdr->numverts, currententity->origin);
-
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glShadeModel(GL_SMOOTH);
- if (currententity->effects & EF_ADDITIVE)
- {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
- glEnable(GL_BLEND);
- glDepthMask(0);
- }
- else if (modelalpha != 1.0)
- {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glDepthMask(0);
- }
- else
- {
- glDisable(GL_BLEND);
- glDepthMask(1);
- }
-
- if (gl_vertexarrays.value)
- {
- // LordHavoc: I would use InterleavedArrays here,
- // but the texture coordinates are a seperate array,
- // and it would be wasteful to copy them into the main array...
- // glColor4f(shadecolor[0], shadecolor[1], shadecolor[2], modelalpha);
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- qglColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
-
- // draw the front faces
- qglTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) paliashdr->texcoords + (int) paliashdr));
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- qglDrawElements(GL_TRIANGLES, paliashdr->frontfaces * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + (int) paliashdr));
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
- // draw the back faces
- qglTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) paliashdr->texcoords + sizeof(float[2]) * paliashdr->numverts + (int) paliashdr));
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- qglDrawElements(GL_TRIANGLES, paliashdr->backfaces * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + sizeof(unsigned short[3]) * paliashdr->frontfaces + (int) paliashdr));
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- else
- {
- unsigned short *in, index;
- float *tex;
- in = (void *)((int) paliashdr->vertindices + (int) paliashdr);
- glBegin(GL_TRIANGLES);
- // draw the front faces
- tex = (void *)((int) paliashdr->texcoords + (int) paliashdr);
- //if (isG200)
- //{
- for (i = 0;i < paliashdr->frontfaces * 3;i++)
- {
- index = *in++;
- glTexCoord2f(tex[index*2], tex[index*2+1]);
- glColor4f(aliasvertcolor[index*4] * (1.0f / 255.0f), aliasvertcolor[index*4+1] * (1.0f / 255.0f), aliasvertcolor[index*4+2] * (1.0f / 255.0f), aliasvertcolor[index*4+3] * (1.0f / 255.0f));
- glVertex3fv(&aliasvert[index*3]);
- }
- /*
- }
- else
- {
- for (i = 0;i < paliashdr->frontfaces * 3;i++)
- {
- index = *in++;
- glTexCoord2f(tex[index*2], tex[index*2+1]);
- glColor4ub(aliasvertcolor[index*4], aliasvertcolor[index*4+1], aliasvertcolor[index*4+2], aliasvertcolor[index*4+3]);
- glVertex3fv(&aliasvert[index*3]);
- }
- }
- */
- // draw the back faces
- tex += 2 * paliashdr->numverts;
- //if (isG200)
- //{
- for (i = 0;i < paliashdr->backfaces * 3;i++)
- {
- index = *in++;
- glTexCoord2f(tex[index*2], tex[index*2+1]);
- glColor4f(aliasvertcolor[index*4] * (1.0f / 255.0f), aliasvertcolor[index*4+1] * (1.0f / 255.0f), aliasvertcolor[index*4+2] * (1.0f / 255.0f), aliasvertcolor[index*4+3] * (1.0f / 255.0f));
- glVertex3fv(&aliasvert[index*3]);
- }
- /*
- }
- else
- {
- for (i = 0;i < paliashdr->backfaces * 3;i++)
- {
- index = *in++;
- glTexCoord2f(tex[index*2], tex[index*2+1]);
- glColor4ub(aliasvertcolor[index*4], aliasvertcolor[index*4+1], aliasvertcolor[index*4+2], aliasvertcolor[index*4+3]);
- glVertex3fv(&aliasvert[index*3]);
- }
- }
- */
- glEnd();
- }
-
- if (fogenabled)
- {
- vec3_t diff;
- glDisable (GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(0); // disable zbuffer updates
-
- VectorSubtract(currententity->origin, r_refdef.vieworg, diff);
- glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
-
- if (gl_vertexarrays.value)
- {
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
- qglDrawElements(GL_TRIANGLES, paliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + (int) paliashdr));
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- else
- {
- unsigned short *in;
- in = (void *)((int) paliashdr->vertindices + (int) paliashdr);
- glBegin(GL_TRIANGLES);
- for (i = 0;i < paliashdr->numtris * 3;i++)
- glVertex3fv(&aliasvert[*in++ * 3]);
- glEnd();
- }
-
- glEnable (GL_TEXTURE_2D);
- glColor3f (1,1,1);
- }
-
- /*
- if (r_shadows.value && !(currententity->effects & EF_ADDITIVE) && currententity != &cl.viewent)
- {
- // flatten it to make a shadow
- float *av = aliasvert + 2, l = lightspot[2] + 0.125;
- av = aliasvert + 2;
- for (i = 0;i < paliashdr->numverts;i++, av+=3)
- if (*av > l)
- *av = l;
- glDisable (GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(0); // disable zbuffer updates
- glColor4f (0,0,0,0.5 * modelalpha);
-
- if (gl_vertexarrays.value)
- {
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
- qglDrawElements(GL_TRIANGLES, paliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + (int) paliashdr));
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- else
- {
- unsigned short *in;
- in = (void *)((int) paliashdr->vertindices + (int) paliashdr);
- glBegin(GL_TRIANGLES);
- for (i = 0;i < paliashdr->numtris * 3;i++)
- glVertex3fv(&aliasvert[*in++ * 3]);
- glEnd();
- }
-
- glEnable (GL_TEXTURE_2D);
- glColor3f (1,1,1);
- }
- */
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(1);
-}
-
-/*
-=================
-R_DrawQ2AliasFrame
-
-=================
-*/
-void R_DrawQ2AliasFrame (md2mem_t *pheader)
-{
- int *order, count, frame = currententity->frame;
- float lerp;
- md2memframe_t *frame1, *frame2;
-
- softwaretransformforentity(currententity);
-
- if ((frame >= pheader->num_frames) || (frame < 0))
- {
- Con_DPrintf ("R_SetupQ2AliasFrame: no such frame %d\n", frame);
- frame = 0;
- }
-
- lerp = R_CalcAnimLerp(frame, 10);
-
- frame1 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * currententity->draw_lastpose));
- frame2 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * currententity->draw_pose));
- R_AliasLerpVerts(pheader->num_xyz, lerp, frame1->verts, frame1->scale, frame1->translate, frame2->verts, frame2->scale, frame2->translate);
-
- R_LightModel(pheader->num_xyz, currententity->origin);
-
- if (gl_vertexarrays.value)
- {
- // LordHavoc: big mess...
- // using arrays only slightly, although it is enough to prevent duplicates
- // (saving half the transforms)
- //glColor4f(shadecolor[0], shadecolor[1], shadecolor[2], modelalpha);
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- qglColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
-
- order = (int *)((int)pheader + pheader->ofs_glcmds);
- while(1)
- {
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
- else
- {
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
- }
- do
- {
- glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
- qglArrayElement(order[2]);
- order += 3;
- }
- while (count--);
- }
-
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- else
- {
- order = (int *)((int)pheader + pheader->ofs_glcmds);
- while(1)
- {
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
- else
- {
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
- }
- //if (isG200)
- //{
- do
- {
- glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
- glColor4f(aliasvertcolor[order[2] * 4] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 1] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 2] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 3] * (1.0f / 255.0f));
- glVertex3fv(&aliasvert[order[2] * 3]);
- order += 3;
- }
- while (count--);
- /*
- }
- else
- {
- do
- {
- glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
- glColor4ub(aliasvertcolor[order[2] * 4], aliasvertcolor[order[2] * 4 + 1], aliasvertcolor[order[2] * 4 + 2], aliasvertcolor[order[2] * 4 + 3]);
- glVertex3fv(&aliasvert[order[2] * 3]);
- order += 3;
- }
- while (count--);
- }
- */
- }
- }
-
- if (fogenabled)
- {
- glDisable (GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(0); // disable zbuffer updates
- {
- vec3_t diff;
- VectorSubtract(currententity->origin, r_refdef.vieworg, diff);
- glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
- }
-
- if (gl_vertexarrays.value)
- {
- // LordHavoc: big mess...
- // using arrays only slightly, although it is enough to prevent duplicates
- // (saving half the transforms)
- //glColor4f(shadecolor[0], shadecolor[1], shadecolor[2], modelalpha);
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
-
- order = (int *)((int)pheader + pheader->ofs_glcmds);
- while(1)
- {
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
- else
- {
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
- }
- do
- {
- qglArrayElement(order[2]);
- order += 3;
- }
- while (count--);
- }
-
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- else
- {
- order = (int *)((int)pheader + pheader->ofs_glcmds);
- while(1)
- {
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
- else
- {
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
- }
- do
- {
- glVertex3fv(&aliasvert[order[2] * 3]);
- order += 3;
- }
- while (count--);
- }
- }
-
- glEnable (GL_TEXTURE_2D);
- glColor3f (1,1,1);
- }
-
- /*
- if (r_shadows.value && !(currententity->effects & EF_ADDITIVE) && currententity != &cl.viewent)
- {
- int i;
- float *av = aliasvert + 2, l = lightspot[2] + 0.125;
- av = aliasvert + 2;
- for (i = 0;i < pheader->num_xyz;i++, av+=3)
- if (*av > l)
- *av = l;
- glDisable (GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(0); // disable zbuffer updates
- glColor4f (0,0,0,0.5 * modelalpha);
-
- if (gl_vertexarrays.value)
- {
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
-
- while(1)
- {
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
- else
- {
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
- }
- do
- {
- qglArrayElement(order[2]);
- order += 3;
- }
- while (count--);
- }
-
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- else
- {
- while(1)
- {
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
- else
- {
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
- }
- do
- {
- glVertex3fv(&aliasvert[order[2] * 3]);
- order += 3;
- }
- while (count--);
- }
- }
-
- glEnable (GL_TEXTURE_2D);
- glColor3f (1,1,1);
- }
- */
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(1);
-}
-
-/*
-=================
-R_DrawAliasModel
-
-=================
-*/
-void R_DrawAliasModel (entity_t *e, int cull)
-{
- int i;
- model_t *clmodel;
- vec3_t mins, maxs;
- aliashdr_t *paliashdr;
- md2mem_t *pheader;
- int anim;
-
- if (modelalpha < (1.0 / 64.0))
- return; // basically completely transparent
-
- clmodel = currententity->model;
-
- VectorAdd (currententity->origin, clmodel->mins, mins);
- VectorAdd (currententity->origin, clmodel->maxs, maxs);
-
- if (cull && R_CullBox (mins, maxs))
- return;
-
- VectorCopy (currententity->origin, r_entorigin);
- VectorSubtract (r_origin, r_entorigin, modelorg);
-
- // get lighting information
-
- if (currententity->model->flags & EF_FULLBRIGHT || currententity->effects & EF_FULLBRIGHT)
- {
- shadecolor[0] = currententity->colormod[0] * 256;
- shadecolor[1] = currententity->colormod[1] * 256;
- shadecolor[2] = currententity->colormod[2] * 256;
- }
- else
- {
- R_LightPoint (shadecolor, currententity->origin);
-
- // HACK HACK HACK -- no fullbright colors, so make torches full light
- if (!strcmp (currententity->model->name, "progs/flame2.mdl") || !strcmp (currententity->model->name, "progs/flame.mdl") )
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
-
- shadecolor[0] *= currententity->colormod[0];
- shadecolor[1] *= currententity->colormod[1];
- shadecolor[2] *= currententity->colormod[2];
- }
-
- // locate the proper data
- if (clmodel->aliastype == ALIASTYPE_MD2)
- {
- pheader = (void *)Mod_Extradata (currententity->model);
- c_alias_polys += pheader->num_tris;
- }
- else
- {
- paliashdr = (void *)Mod_Extradata (currententity->model);
- c_alias_polys += paliashdr->numtris;
- }
-
- // draw all the triangles
-
- if (clmodel->aliastype == ALIASTYPE_MD2)
- {
- if (currententity->skinnum < 0 || currententity->skinnum >= pheader->num_skins)
- {
- currententity->skinnum = 0;
- Con_DPrintf("invalid skin number %d for model %s\n", currententity->skinnum, clmodel->name);
- }
- glBindTexture(GL_TEXTURE_2D, pheader->gl_texturenum[currententity->skinnum]);
- }
- else
- {
- if (currententity->skinnum < 0 || currententity->skinnum >= paliashdr->numskins)
- {
- currententity->skinnum = 0;
- Con_DPrintf("invalid skin number %d for model %s\n", currententity->skinnum, clmodel->name);
- }
- anim = (int)(cl.time*10) & 3;
- glBindTexture(GL_TEXTURE_2D, paliashdr->gl_texturenum[currententity->skinnum][anim]);
- }
- glDisable(GL_ALPHA_TEST);
- glEnable (GL_TEXTURE_2D);
-
- // we can't dynamically colormap textures, so they are cached
- // seperately for the players. Heads are just uncolored.
- if (currententity->colormap != vid.colormap/* && !gl_nocolors.value*/)
- {
- i = currententity - cl_entities;
- if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */)
- glBindTexture(GL_TEXTURE_2D, playertextures - 1 + i);
- }
-
-// if (gl_affinemodels.value)
-// glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
- if (clmodel->aliastype == ALIASTYPE_MD2)
- R_DrawQ2AliasFrame (pheader);
- else
- R_DrawAliasFrame (paliashdr);
-
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-}
-
//==================================================================================
void R_DrawBrushModel (entity_t *e);
switch (currententity->model->type)
{
case mod_alias:
- R_DrawAliasModel (currententity, true);
+ R_DrawAliasModel (currententity, true, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap);
break;
case mod_sprite:
// hack the depth range to prevent view model from poking into walls
glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
- R_DrawAliasModel (currententity, FALSE);
+ R_DrawAliasModel (currententity, FALSE, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap);
glDepthRange (gldepthmin, gldepthmax);
}
{
// don't allow cheats in multiplayer
if (cl.maxclients > 1)
+ {
Cvar_Set ("r_fullbright", "0");
+ Cvar_Set ("r_ambient", "0");
+ }
R_AnimateLight ();
c_brush_polys = 0;
c_alias_polys = 0;
+ c_light_polys = 0;
+ c_nodes = 0;
+ c_leafs = 0;
}
-void MYgluPerspective( GLdouble fovy, GLdouble aspect,
- GLdouble zNear, GLdouble zFar )
+void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
{
GLdouble xmin, xmax, ymin, ymax;
extern int glwidth, glheight;
int x, x2, y2, y, w, h;
+ if (!r_render.value)
+ return;
//
// set up viewpoint
//
// if (skyname[0]) // skybox enabled?
// MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_skyboxsize.value*1.732050807569 + 256); // this is size*sqrt(3) + 256
// else
- MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 6144);
+ MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_farclip.value);
glCullFace(GL_FRONT);
*/
void R_Clear (void)
{
+ if (!r_render.value)
+ return;
// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
gldepthmin = 0;
gldepthmax = 1;
// LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
void GL_Brighten()
{
+ if (!r_render.value)
+ return;
glMatrixMode(GL_PROJECTION);
glLoadIdentity ();
glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
void GL_BlendView()
{
+ if (!r_render.value)
+ return;
glMatrixMode(GL_PROJECTION);
glLoadIdentity ();
glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
r_refdef must be set before the first call
================
*/
+extern qboolean intimerefresh;
+extern qboolean skyisvisible;
+extern void R_Sky();
+extern void UploadLightmaps();
void R_RenderView (void)
{
- double currtime, temptime;
+// double currtime, temptime;
// if (r_norefresh.value)
// return;
lighthalf = gl_lightmode.value;
FOG_framebegin();
- transpolyclear();
- wallpolyclear();
- if (r_speeds2.value)
- {
- currtime = Sys_FloatTime();
- Con_Printf("render time: ");
- }
+// if (r_speeds2.value)
+// {
+// currtime = Sys_FloatTime();
+// Con_Printf("render time: ");
+// }
R_Clear();
- TIMEREPORT("R_Clear")
+// TIMEREPORT("R_Clear")
// render normal view
R_SetupFrame ();
- TIMEREPORT("R_SetupFrame")
R_SetFrustum ();
- TIMEREPORT("R_SetFrustum")
R_SetupGL ();
- TIMEREPORT("R_SetupGL")
+
+ skypolyclear();
+ wallpolyclear();
+ transpolyclear();
+ skyisvisible = false;
+
R_MarkLeaves (); // done here so we know if we're in water
- TIMEREPORT("R_MarkLeaves")
R_DrawWorld (); // adds static entities to the list
- TIMEREPORT("R_DrawWorld")
- S_ExtraUpdate (); // don't let sound get messed up if going slow
- TIMEREPORT("S_ExtraUpdate")
+ if (!intimerefresh)
+ S_ExtraUpdate (); // don't let sound get messed up if going slow
R_DrawEntitiesOnList1 (); // BSP models
- TIMEREPORT("R_DrawEntitiesOnList1")
+
+ skypolyrender(); // fogged sky polys, affects depth
+ if (skyname[0] && skyisvisible && !fogenabled)
+ R_Sky(); // does not affect depth, draws over the sky polys
+
+ UploadLightmaps();
wallpolyrender();
- TIMEREPORT("wallpolyrender")
+
R_DrawEntitiesOnList2 (); // other models
- TIMEREPORT("R_DrawEntitiesOnList2")
// R_RenderDlights ();
R_DrawViewModel ();
- TIMEREPORT("R_DrawViewModel")
R_DrawParticles ();
- TIMEREPORT("R_DrawParticles")
+
transpolyrender();
- TIMEREPORT("transpolyrender")
FOG_frameend();
GL_BlendView();
- TIMEREPORT("GL_BlendView")
- if (r_speeds2.value)
- Con_Printf("\n");
+// if (r_speeds2.value)
+// Con_Printf("\n");
}