// number of submodels in this map (just used by server to know how many
// submodels to load)
int numsubmodels;
+ // pointers to each of the submodels if .isworldmodel is true
+ struct model_s **submodels;
// pvs
int num_pvsclusters;
void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
char skybox[64];
+
+ rtexture_t *solidskytexture;
+ rtexture_t *alphaskytexture;
}
model_brush_t;
#define Q3TEXTUREFLAG_NOPICMIP 8
#define Q3TEXTUREFLAG_AUTOSPRITE 16
#define Q3TEXTUREFLAG_AUTOSPRITE2 32
+#define Q3TEXTUREFLAG_ALPHATEST 64
struct q3msurface_s;
typedef struct q3mtexture_s
{
// name and path of model, for example "progs/player.mdl"
char name[MAX_QPATH];
- // model needs to be loaded if this is true
- qboolean needload;
+ // model needs to be loaded if this is false
+ qboolean loaded;
// set if the model is used in current map, models which are not, are purged
qboolean used;
// true if this is the world model (I.E. defines what sky to use, and may contain submodels)
// draw a shadow volume for the model based on light source
void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
// draw the lighting on a model (through stencil)
- void(*DrawLight)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist);
+ void(*DrawLight)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist);
// trace a box against this model
void (*TraceBox)(struct model_s *model, int frame, struct trace_s *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs, int hitsupercontentsmask);
// fields belonging to each type of model
void Mod_ClearAll (void);
model_t *Mod_FindName (const char *name);
model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
-void Mod_TouchModel (const char *name);
void Mod_UnloadModel (model_t *mod);
void Mod_ClearUsed(void);