#define POLYGONELEMENTS_MAXPOINTS 258
extern int polygonelements[768];
-void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, int *index);
+void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, const 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_Perspective (double fovx, double fovy, double zNear, double zFar);
+void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear);
void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar);
-void GL_DepthFunc(int value);
-void GL_ClearDepth(void);
+void GL_UseColorArray(void);
+void GL_Color(float cr, float cg, float cb, float ca);
+void GL_TransformToScreen(const vec4_t in, vec4_t out);
extern cvar_t gl_lockarrays;
int depthdisable; // disable depth read/write entirely
int blendfunc1;
int blendfunc2;
- int wantoverbright;
+ //int wantoverbright;
+ int tex1d[MAX_TEXTUREUNITS];
int tex[MAX_TEXTUREUNITS];
+ int tex3d[MAX_TEXTUREUNITS];
+ int texcubemap[MAX_TEXTUREUNITS];
int texrgbscale[MAX_TEXTUREUNITS]; // used only if COMBINE is present
+ int texalphascale[MAX_TEXTUREUNITS]; // used only if COMBINE is present
+ int texcombinergb[MAX_TEXTUREUNITS]; // works with or without combine for some operations
+ int texcombinealpha[MAX_TEXTUREUNITS]; // does nothing without combine
}
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];
// 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);
// renders the mesh in the varray_* buffers
-void R_Mesh_Draw(int numverts, int numtriangles, int *elements);
+void R_Mesh_Draw(int numverts, int numtriangles, const int *elements);
// saves a section of the rendered frame to a .tga file
qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height);