cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
+cvar_t r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"};
cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
Matrix4x4_CreateIdentity(&r_identitymatrix);
// FIXME: move this to client?
FOG_registercvars();
- Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
- Cvar_RegisterVariable (&r_drawentities);
- Cvar_RegisterVariable (&r_drawviewmodel);
- Cvar_RegisterVariable (&r_shadows);
- Cvar_RegisterVariable (&r_shadow_staticworldlights);
- Cvar_RegisterVariable (&r_speeds);
- Cvar_RegisterVariable (&r_fullbrights);
- Cvar_RegisterVariable (&r_wateralpha);
- Cvar_RegisterVariable (&r_dynamic);
- Cvar_RegisterVariable (&r_fullbright);
- Cvar_RegisterVariable (&r_textureunits);
- Cvar_RegisterVariable (&r_shadow_cull);
- Cvar_RegisterVariable (&r_lerpsprites);
- Cvar_RegisterVariable (&r_lerpmodels);
- Cvar_RegisterVariable (&r_waterscroll);
+ Cmd_AddCommand("timerefresh", R_TimeRefresh_f);
+ Cvar_RegisterVariable(&r_drawentities);
+ Cvar_RegisterVariable(&r_drawviewmodel);
+ Cvar_RegisterVariable(&r_shadows);
+ Cvar_RegisterVariable(&r_shadow_staticworldlights);
+ Cvar_RegisterVariable(&r_speeds);
+ Cvar_RegisterVariable(&r_fullbrights);
+ Cvar_RegisterVariable(&r_wateralpha);
+ Cvar_RegisterVariable(&r_dynamic);
+ Cvar_RegisterVariable(&r_fullbright);
+ Cvar_RegisterVariable(&r_textureunits);
+ Cvar_RegisterVariable(&r_shadow_cull);
+ Cvar_RegisterVariable(&r_lerpsprites);
+ Cvar_RegisterVariable(&r_lerpmodels);
+ Cvar_RegisterVariable(&r_waterscroll);
+ Cvar_RegisterVariable(&r_drawcollisionbrushes);
if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ)
Cvar_SetValue("r_fullbrights", 0);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
*/
void R_DrawNoModel(entity_render_t *ent);
-void R_DrawModels ()
+void R_DrawModels(void)
{
int i;
entity_render_t *ent;
}
}
-void R_DrawFakeShadows (void)
+void R_DrawFakeShadows(void)
{
int i;
entity_render_t *ent;
if (!intimerefresh && !r_speeds.integer)
S_ExtraUpdate ();
- R_DrawModels(r_shadow_realtime_world.integer);
+ R_DrawModels();
R_TimeReport("models");
if (r_shadows.integer == 1 && !r_shadow_realtime_world.integer)