#define MAX_TEXTUREUNITS 4 extern int c_meshtris, c_meshs, c_transtris, c_transmeshs; typedef struct { int transparent; int depthwrite; // force depth writing enabled even if polygon is not opaque int depthdisable; // disable depth read/write entirely int blendfunc1; int blendfunc2; int numtriangles; int *index; int numverts; float *vertex; int vertexstep; float *color; int colorstep; float cr, cg, cb, ca; // if color is NULL, these are used for all vertices int tex[MAX_TEXTUREUNITS]; float *texcoords[MAX_TEXTUREUNITS]; int texcoordstep[MAX_TEXTUREUNITS]; float texrgbscale[MAX_TEXTUREUNITS]; // used only if COMBINE is present } rmeshinfo_t; typedef struct { //input to R_Mesh_Draw_GetBuffer int transparent; int depthwrite; // force depth writing enabled even if polygon is not opaque int depthdisable; // disable depth read/write entirely int blendfunc1; int blendfunc2; int numtriangles; int numverts; int tex[MAX_TEXTUREUNITS]; float texrgbscale[MAX_TEXTUREUNITS]; // used only if COMBINE is present // output int *index; float *vertex; float *color; float colorscale; float *texcoords[MAX_TEXTUREUNITS]; } rmeshbufferinfo_t; // adds console variables and registers the render module (only call from GL_Init) void gl_backend_init(void); // sets up mesh renderer for the frame void R_Mesh_Clear(void); // renders queued meshs void R_Mesh_Render(void); // queues a mesh to be rendered (invokes Render if queue is full) void R_Mesh_Draw(const rmeshinfo_t *m); // renders the queued transparent meshs void R_Mesh_AddTransparent(void); // ease-of-use frontend to R_Mesh_Draw, set up meshinfo, except for index and numtriangles and numverts, then call this void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts); // same as normal, except for harsh format restrictions (vertex must be 4 float, color must be 4 float, texcoord must be 2 float, flat color not supported) void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m); // allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct // (this is used for very high speed rendering, no copying) int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m);