X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_backend.h;h=62b5bf974bdbbc510cec53e555e40bd348b6529e;hb=1cdf5be504866ab14cd3a3cf50f69668409edc5d;hp=b770d68700923c7473c8c9a2aac4b68131c6e52b;hpb=d936abc44e2965d49f8f2e3d5030c5ad3a5bf222;p=xonotic%2Fdarkplaces.git diff --git a/gl_backend.h b/gl_backend.h index b770d687..62b5bf97 100644 --- a/gl_backend.h +++ b/gl_backend.h @@ -25,6 +25,7 @@ extern unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6]; void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out); qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor); void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float x1, float y1, float x2, float y2, float zNear, float zFar, const float *nearplane); +void R_Viewport_InitOrtho3D(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane); void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float zNear, float zFar, const float *nearplane); void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float zNear, const float *nearplane); void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane); @@ -39,7 +40,6 @@ void GL_DepthMask(int state); void GL_DepthTest(int state); void GL_DepthFunc(int state); void GL_DepthRange(float nearfrac, float farfrac); -void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int frontzfail, int frontzpass, int backfail, int backzfail, int backzpass, int frontcompare, int backcompare, int comparereference, int comparemask); void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask); void GL_PolygonOffset(float planeoffset, float depthoffset); void GL_CullFace(int state); @@ -81,16 +81,8 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer); void GL_Mesh_ListVBOs(qboolean printeach); void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *buffer, int bufferoffset); - -r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices); -qboolean R_Mesh_PrepareVertices_Generic_Unlock(void); void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f); -void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset); - -r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices); -qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void); // if this returns false, you need to prepare the mesh again! void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *color4f, const float *texcoordtexture2f, const float *texcoordlightmap2f); -void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *buffer, int bufferoffset); // sets up the requested vertex transform matrix void R_EntityMatrix(const matrix4x4_t *matrix);