X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_shadow.h;h=20a3f3606bb083eb1e729418985dfa1361d92f84;hb=da5398503836b26289ad12f270f28a74f78a37d9;hp=6df1db9bfbd64c72bc6f02cf64eed75f0d631e0c;hpb=ec6dd5edf7290360f59fe1d6345af69875fbea81;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.h b/r_shadow.h index 6df1db9b..20a3f360 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -13,14 +13,11 @@ extern cvar_t r_shadow_bumpscale_bumpmap; extern cvar_t r_shadow_bumpscale_basetexture; void R_Shadow_Init(void); -void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance); +void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance); void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertices, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap); void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertices, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap); void R_Shadow_ClearStencil(void); -// buffer space for the requested number of vertices, for processing -float *R_Shadow_VertexBuffer(int numvertices); - void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *mesh); void R_Shadow_Stage_Begin(void); void R_Shadow_LoadWorldLightsIfNeeded(void);