#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);