void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, int *index);
+void GL_SetupView_ViewPort (int x, int y, int width, int height);
+void GL_SetupView_Orientation_Identity (void);
+void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles);
+void GL_SetupView_Mode_Perspective (double aspect, double fovx, double fovy, double zNear, double zFar);
+void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar);
+void GL_UseColorArray(void);
+void GL_Color(float cr, float cg, float cb, float ca);
+
extern cvar_t gl_lockarrays;
extern int c_meshelements, c_meshs;
int depthdisable; // disable depth read/write entirely
int blendfunc1;
int blendfunc2;
- int wantoverbright;
+ //int wantoverbright;
int tex[MAX_TEXTUREUNITS];
int texrgbscale[MAX_TEXTUREUNITS]; // used only if COMBINE is present
}
rmeshstate_t;
// overbright rendering scale for the current state
-extern float mesh_colorscale;
+extern int r_lightmapscalebit;
+extern float r_colorscale;
extern float *varray_vertex;
extern float *varray_color;
extern float *varray_texcoord[MAX_TEXTUREUNITS];
void gl_backend_init(void);
// starts mesh rendering for the frame
-void R_Mesh_Start(float farclip);
+void R_Mesh_Start(void);
// ends mesh rendering for the frame
// (only valid after R_Mesh_Start)
void R_Mesh_Finish(void);
-// clears depth buffer, used for masked sky rendering
-// (only valid between R_Mesh_Start and R_Mesh_Finish)
-void R_Mesh_ClearDepth(void);
-
// sets up the requested transform matrix
void R_Mesh_Matrix(const matrix4x4_t *matrix);
// sets up the requested state
void R_Mesh_State(const rmeshstate_t *m);
+// sets up the requested main state
+void R_Mesh_MainState(const rmeshstate_t *m);
+
+// sets up the requested texture state
+void R_Mesh_TextureState(const rmeshstate_t *m);
+
// enlarges vertex arrays if they are too small
#define R_Mesh_ResizeCheck(numverts) if ((numverts) > mesh_maxverts) _R_Mesh_ResizeCheck(numverts);
void _R_Mesh_ResizeCheck(int numverts);