vec3_t cullmins;
vec3_t cullmaxs;
// culling
- vec_t cullradius;
+ //vec_t cullradius;
// squared cullradius
- vec_t cullradius2;
+ //vec_t cullradius2;
// lightmap renderer stuff (remove someday!)
// the size of the light
shadowmesh_t *static_meshchain_light;
// used for visibility testing (more exact than bbox)
int static_numclusters;
- int *static_clusterindices;
+ int static_numclusterpvsbytes;
+ int *static_clusterlist;
+ qbyte *static_clusterpvs;
}
rtlight_t;
extern cvar_t r_draweffects;
extern cvar_t cl_explosions;
+extern cvar_t cl_explosions_alpha_start;
+extern cvar_t cl_explosions_alpha_end;
+extern cvar_t cl_explosions_size_start;
+extern cvar_t cl_explosions_size_end;
+extern cvar_t cl_explosions_lifetime;
extern cvar_t cl_stainmaps;
// these are updated by CL_ClearState
// view transform
matrix4x4_t viewentitymatrix;
+ // which color components to allow (for anaglyph glasses)
+ int colormask[4];
+
// fullscreen color blend
float viewblend[4];