void GL_Main_Init(void)
{
- int i;
r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
R_InitShaderModeInfo();
+ if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
+ Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
+
+ R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
+}
+
+void GL_Main_Init_Commands(void)
+{
Cmd_AddCommand(CF_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
Cmd_AddCommand(CF_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
// FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
Cvar_RegisterVariable(&r_framedatasize);
- for (i = 0;i < R_BUFFERDATA_COUNT;i++)
+ for (int i = 0;i < R_BUFFERDATA_COUNT;i++)
Cvar_RegisterVariable(&r_buffermegs[i]);
Cvar_RegisterVariable(&r_batch_dynamicbuffer);
- if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
- Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
#ifdef DP_MOBILETOUCH
// GLES devices have terrible depth precision in general, so...
Cvar_SetValueQuick(&r_nearclip, 4);
Cvar_SetValueQuick(&r_farclip_world, 0);
Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
#endif
- R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
}
void Render_Init(void)
GL_Draw_Init();
R_Shadow_Init();
R_Sky_Init();
- GL_Surf_Init();
+ //GL_Surf_Init();
Sbar_Init();
R_Particles_Init();
R_Explosion_Init();
Mod_RenderInit();
}
+void Render_Init_Commands(void)
+{
+ gl_backend_init_Commands();
+ R_Textures_Init_Commands();
+ GL_Main_Init_Commands();
+ Font_Init_Commands();
+ GL_Draw_Init_Commands();
+ R_Shadow_Init_Commands();
+ R_Sky_Init_Commands();
+ GL_Surf_Init();
+ Sbar_Init_Commands();
+ R_Particles_Init_Commands();
+ R_Explosion_Init_Commands();
+ R_LightningBeams_Init_Commands();
+}
+
int R_CullBox(const vec3_t mins, const vec3_t maxs)
{
int i;