extern void SHOWLMP_drawall(void);
// render profiling stuff
-extern char r_speeds_string[1024];
extern int r_timereport_active;
// lighting stuff
extern cvar_t r_lerpsprites;
extern cvar_t r_lerpmodels;
+extern cvar_t r_lerplightstyles;
extern cvar_t r_waterscroll;
extern cvar_t developer_texturelogging;
skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name );
skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add);
skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain);
-skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette);
+skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height);
+skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
skinframe_t *R_SkinFrame_LoadMissing(void);
void R_View_WorldVisibility(qboolean forcenovis);
#include "gl_backend.h"
-#include "r_light.h"
-
extern rtexture_t *r_texture_blanknormalmap;
extern rtexture_t *r_texture_white;
extern rtexture_t *r_texture_grey128;
vec3_t colormap_shirtcolor;
// view location in model space
vec3_t modelorg; // TODO: rename this
+ // polygon offset data for submodels
+ float basepolygonfactor;
+ float basepolygonoffset;
// current texture in batching code
texture_t *texture;
// whether lightmapping is active on this batch
void RSurf_ActiveWorldEntity(void);
void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
void RSurf_CleanUp(void);
+void RSurf_SetupDepthAndCulling(void);
void R_Mesh_ResizeArrays(int newvertices);