typedef struct texture_s
{
- char name[16];
- unsigned width, height;
- int flags; // LordHavoc: SURF_ flags
-
- rtexture_t *texture;
- rtexture_t *glowtexture;
- rtexture_t *fogtexture; // alpha-only version of main texture
-
- int anim_total; // total frames in sequence (< 2 = not animated)
- struct texture_s *anim_frames[10]; // LordHavoc: direct pointers to each of the frames in the sequence
- struct texture_s *alternate_anims; // bmodels in frame 1 use these
+ // name
+ char name[16];
+ // size
+ unsigned int width, height;
+ // SURF_ flags
+ unsigned int flags;
+
+ // base texture without fullbrights, never NULL
+ rtexture_t *texture;
+ // fullbrights texture, NULL if no fullbrights used
+ rtexture_t *glowtexture;
+ // alpha texture (used for fogging), NULL if opaque
+ rtexture_t *fogtexture;
+ // detail texture (usually not used if transparent)
+ rtexture_t *detailtexture;
+
+ // total frames in sequence and alternate sequence
+ int anim_total[2];
+ // direct pointers to each of the frames in the sequences
+ // (indexed as [alternate][frame])
+ struct texture_s *anim_frames[2][10];
+ // set if animated or there is an alternate frame set
+ // (this is an optimization in the renderer)
+ int animated;
}
texture_t;
float st[2];
// lightmap coordinates
float uv[2];
+ // detail texture coordinates
+ float ab[2];
}
surfvertex_t;
// 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;
}