// no texcoord info (that can be generated from these)
int poly_numverts;
float *poly_verts;
+ // the center is useful for sorting
+ float poly_center[3];
// these are regenerated every frame
// lighting info
#define SHADERSTAGE_NORMAL 1
#define SHADERSTAGE_COUNT 2
+struct entity_render_s;
// change this stuff when real shaders are added
typedef struct Cshader_s
{
- void (*shaderfunc[SHADERSTAGE_COUNT])(msurface_t *firstsurf);
+ void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const msurface_t *firstsurf);
// list of surfaces using this shader (used during surface rendering)
msurface_t *chain;
}