mplane_t frustum[4];
-int c_brush_polys, c_alias_polys, c_light_polys, c_nodes, c_leafs;
+int c_brush_polys, c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
qboolean envmap; // true during envmap command capture
//int particletexture; // little dot for particles
//int playertextures; // up to 16 color translated skins
-extern qboolean isG200, isRagePro; // LordHavoc: special card hacks
-
//
// view origin
//
cvar_t r_speeds2 = {"r_speeds2","0"};
cvar_t r_fullbright = {"r_fullbright","0"};
//cvar_t r_lightmap = {"r_lightmap","0"};
-cvar_t r_shadows = {"r_shadows","0"};
cvar_t r_wateralpha = {"r_wateralpha","1"};
cvar_t r_dynamic = {"r_dynamic","1"};
cvar_t r_novis = {"r_novis","0"};
cvar_t r_waterripple = {"r_waterripple","0"};
cvar_t r_fullbrights = {"r_fullbrights", "1"};
-cvar_t contrast = {"contrast", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
-cvar_t brightness = {"brightness", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
-cvar_t gl_lightmode = {"gl_lightmode", "1", TRUE}; // LordHavoc: overbright lighting
+cvar_t contrast = {"contrast", "1.0", true}; // LordHavoc: a method of operating system independent color correction
+cvar_t brightness = {"brightness", "1.0", true}; // LordHavoc: a method of operating system independent color correction
+cvar_t gl_lightmode = {"gl_lightmode", "1", true}; // LordHavoc: overbright lighting
//cvar_t r_dynamicbothsides = {"r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right...
cvar_t r_farclip = {"r_farclip", "6144"};
cvar_t gl_fogend = {"gl_fogend","0"};
cvar_t glfog = {"glfog", "0"};
-extern qboolean isRagePro;
-
qboolean lighthalf;
vec3_t fogcolor;
fog_blue = 0;
}
}
+ if (fog_density)
+ {
+ fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f);
+ fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
+ fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f);
+ if (lighthalf)
+ {
+ fogcolor[0] *= 0.5f;
+ fogcolor[1] *= 0.5f;
+ fogcolor[2] *= 0.5f;
+ }
+ }
if (glfog.value)
{
if (!r_render.value)
{
fogenabled = true;
fogdensity = -4000.0f / (fog_density * fog_density);
- fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f);
- fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
- fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f);
- if (lighthalf)
- {
- fogcolor[0] *= 0.5f;
- fogcolor[1] *= 0.5f;
- fogcolor[2] *= 0.5f;
- }
+ // fog color was already set
}
else
fogenabled = false;
}
}
-void glmain_start()
+void gl_main_start()
+{
+}
+
+void gl_main_shutdown()
{
}
-void glmain_shutdown()
+void gl_main_newmap()
{
}
void GL_Main_Init()
{
FOG_registercvars();
+ Cvar_RegisterVariable (&r_drawentities);
+ Cvar_RegisterVariable (&r_drawviewmodel);
+ Cvar_RegisterVariable (&r_speeds);
Cvar_RegisterVariable (&r_speeds2);
Cvar_RegisterVariable (&contrast);
Cvar_RegisterVariable (&brightness);
// Cvar_RegisterVariable (&r_dynamicwater);
// Cvar_RegisterVariable (&r_dynamicbothsides);
Cvar_RegisterVariable (&r_fullbrights);
+ Cvar_RegisterVariable (&r_wateralpha);
+ Cvar_RegisterVariable (&r_dynamic);
+ Cvar_RegisterVariable (&r_novis);
+ Cvar_RegisterVariable (&r_waterripple); // LordHavoc: added waterripple
if (nehahra)
Cvar_SetValue("r_fullbrights", 0);
// if (gl_vendor && strstr(gl_vendor, "3Dfx"))
// gl_lightmode.value = 0;
Cvar_RegisterVariable (&r_fullbright);
- R_RegisterModule("GL_Main", glmain_start, glmain_shutdown);
+ R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
}
extern void GL_Draw_Init();
extern void R_Crosshairs_Init();
extern void R_Light_Init();
extern void R_Particles_Init();
+extern void R_Explosion_Init();
+extern void CL_Effects_Init();
void Render_Init()
{
- R_ShutdownModules();
+ R_Modules_Shutdown();
GL_Draw_Init();
GL_Main_Init();
GL_Models_Init();
R_Crosshairs_Init();
R_Light_Init();
R_Particles_Init();
- R_StartModules();
+ R_Explosion_Init();
+ CL_Effects_Init();
+ R_Decals_Init();
+ R_Modules_Start();
+}
+
+/*
+===============
+GL_Init
+===============
+*/
+extern char *ENGINE_EXTENSIONS;
+void GL_Init (void)
+{
+ gl_vendor = glGetString (GL_VENDOR);
+ Con_Printf ("GL_VENDOR: %s\n", gl_vendor);
+ gl_renderer = glGetString (GL_RENDERER);
+ Con_Printf ("GL_RENDERER: %s\n", gl_renderer);
+
+ gl_version = glGetString (GL_VERSION);
+ Con_Printf ("GL_VERSION: %s\n", gl_version);
+ gl_extensions = glGetString (GL_EXTENSIONS);
+ Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);
+
+// Con_Printf ("%s %s\n", gl_renderer, gl_version);
+
+ VID_CheckMultitexture();
+ VID_CheckCVA();
+
+ // LordHavoc: report supported extensions
+ Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
+
+ glCullFace(GL_FRONT);
+ glEnable(GL_TEXTURE_2D);
+// glDisable(GL_ALPHA_TEST);
+ glAlphaFunc(GL_GREATER, 0.5);
+
+// glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
+
+ Palette_Init();
}
+
/*
void R_RotateForEntity (entity_t *e)
{
}
*/
-// LordHavoc: if not for the fact BRIGHTFIELD particles require this, it would be removed...
-#define NUMVERTEXNORMALS 162
-
-float r_avertexnormals[NUMVERTEXNORMALS][3] = {
-#include "anorms.h"
-};
-
-// LordHavoc: moved this shading stuff up because the sprites need shading stuff
+// LordHavoc: shading stuff
vec3_t shadevector;
vec3_t shadecolor;
float modelalpha;
-extern void R_LightPoint (vec3_t color, vec3_t p);
-extern void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-extern void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
-
-/*
-=============================================================
-
- SPRITE MODELS
+//==================================================================================
-=============================================================
-*/
+void R_DrawBrushModel (entity_t *e);
+void R_DrawSpriteModel (entity_t *e, frameblend_t *blend);
-/*
-================
-R_GetSpriteFrame
-================
-*/
-void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp)
+void R_LerpUpdate(entity_t *ent)
{
- msprite_t *psprite;
- mspritegroup_t *pspritegroup;
- int i, j, numframes, frame;
- float *pintervals, fullinterval, targettime, time, jtime, jinterval;
-
- psprite = currententity->model->cache.data;
- frame = currententity->frame;
-
- if ((frame >= psprite->numframes) || (frame < 0))
+ int frame;
+ frame = ent->render.frame;
+ if (ent->render.model && ent->render.frame >= ent->render.model->numframes)
{
- Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
+ Con_Printf("R_LerpUpdate: no such frame%6i in \"%s\"\n", ent->render.frame, ent->render.model->name);
frame = 0;
}
- if (psprite->frames[frame].type == SPR_SINGLE)
+ if (ent->render.lerp_model != ent->render.model)
{
- if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart < cl.time)
- {
- if (frame != currententity->draw_pose)
- {
- currententity->draw_lastpose = currententity->draw_pose;
- currententity->draw_pose = frame;
- currententity->draw_lerpstart = cl.time;
- *framelerp = 0;
- }
- else
- *framelerp = (cl.time - currententity->draw_lerpstart) * 10.0;
- }
- else // uninitialized
- {
- currententity->draw_lastmodel = currententity->model;
- currententity->draw_lastpose = currententity->draw_pose = frame;
- currententity->draw_lerpstart = cl.time;
- *framelerp = 0;
- }
- *oldframe = psprite->frames[currententity->draw_lastpose].frameptr;
- *newframe = psprite->frames[frame].frameptr;
+ // reset all interpolation information
+ ent->render.lerp_model = ent->render.model;
+ ent->render.frame1 = ent->render.frame2 = frame;
+ ent->render.frame1start = ent->render.frame2start = cl.time;
+ ent->render.framelerp = 1;
+ ent->render.lerp_starttime = 0;
+ }
+ else if (ent->render.frame2 != frame)
+ {
+ // transition to new frame
+ ent->render.frame1 = ent->render.frame2;
+ ent->render.frame1start = ent->render.frame2start;
+ ent->render.frame2 = frame;
+ ent->render.frame2start = cl.time;
+ ent->render.framelerp = 0;
+ ent->render.lerp_starttime = cl.time;
}
else
{
- pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
- pintervals = pspritegroup->intervals;
- numframes = pspritegroup->numframes;
- fullinterval = pintervals[numframes-1];
-
- time = cl.time + currententity->syncbase;
-
- // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
- // are positive, so we don't have to worry about division by 0
- targettime = time - ((int)(time / fullinterval)) * fullinterval;
-
- // LordHavoc: since I can't measure the time properly when it loops from numframes-1 to 0,
- // I instead measure the time of the first frame, hoping it is consistent
- j = numframes-1;jtime = 0;jinterval = pintervals[1] - pintervals[0];
- for (i=0 ; i<(numframes-1) ; i++)
+ // lerp_starttime < 0 is used to prevent changing of framelerp
+ if (ent->render.lerp_starttime >= 0)
{
- if (pintervals[i] > targettime)
- break;
- j = i;jinterval = pintervals[i] - jtime;jtime = pintervals[i];
+ // update transition
+ ent->render.framelerp = (cl.time - ent->render.lerp_starttime) * 10;
+ ent->render.framelerp = bound(0, ent->render.framelerp, 1);
}
- *framelerp = (targettime - jtime) / jinterval;
-
- *oldframe = pspritegroup->frames[j];
- *newframe = pspritegroup->frames[i];
}
}
-void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha)
-{
- // LordHavoc: rewrote this to use the transparent poly system
- transpolybegin(frame->gl_texturenum, 0, frame->gl_fogtexturenum, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- transpolyvert(origin[0] + frame->down * up[0] + frame->left * right[0], origin[1] + frame->down * up[1] + frame->left * right[1], origin[2] + frame->down * up[2] + frame->left * right[2], 0, 1, red, green, blue, alpha);
- transpolyvert(origin[0] + frame->up * up[0] + frame->left * right[0], origin[1] + frame->up * up[1] + frame->left * right[1], origin[2] + frame->up * up[2] + frame->left * right[2], 0, 0, red, green, blue, alpha);
- transpolyvert(origin[0] + frame->up * up[0] + frame->right * right[0], origin[1] + frame->up * up[1] + frame->right * right[1], origin[2] + frame->up * up[2] + frame->right * right[2], 1, 0, red, green, blue, alpha);
- transpolyvert(origin[0] + frame->down * up[0] + frame->right * right[0], origin[1] + frame->down * up[1] + frame->right * right[1], origin[2] + frame->down * up[2] + frame->right * right[2], 1, 1, red, green, blue, alpha);
- transpolyend();
-}
-
-extern qboolean isG200, isRagePro, lighthalf;
-
-/*
-=================
-R_DrawSpriteModel
-=================
-*/
-void R_DrawSpriteModel (entity_t *e)
+void R_PrepareEntities (void)
{
- mspriteframe_t *oldframe, *newframe;
- float lerp, ilerp;
- vec3_t forward, right, up, org;
- msprite_t *psprite;
-
- // don't even bother culling, because it's just a single
- // polygon without a surface cache
- R_GetSpriteFrame (e, &oldframe, &newframe, &lerp);
- if (lerp < 0) lerp = 0;
- if (lerp > 1) lerp = 1;
- if (isRagePro) // LordHavoc: no alpha scaling supported on per pixel alpha images on ATI Rage Pro... ACK!
- lerp = 1;
- ilerp = 1.0 - lerp;
- psprite = e->model->cache.data;
-
- if (psprite->type == SPR_ORIENTED)
- { // bullet marks on walls
- AngleVectors (e->angles, forward, right, up);
- VectorSubtract(e->origin, vpn, org);
- }
- else
- { // normal sprite
- VectorCopy(vup, up);
- VectorCopy(vright, right);
- VectorCopy(e->origin, org);
- }
- if (e->scale != 1)
+ int i;
+ entity_t *ent;
+ vec3_t v;
+ // this updates entities that are supposed to be view relative
+ for (i = 0;i < cl_numvisedicts;i++)
{
- VectorScale(up, e->scale, up);
- VectorScale(right, e->scale, right);
- }
+ ent = cl_visedicts[i];
- if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT)
- {
- shadecolor[0] = e->colormod[0] * 255;
- shadecolor[1] = e->colormod[1] * 255;
- shadecolor[2] = e->colormod[2] * 255;
- }
- else
- {
- R_LightPoint (shadecolor, e->origin);
- R_DynamicLightPointNoMask(shadecolor, e->origin);
+ if (ent->render.flags & RENDER_VIEWMODEL)
+ {
+ // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
+ ent->render.flags -= RENDER_VIEWMODEL;
+ // transform origin
+ VectorCopy(ent->render.origin, v);
+ ent->render.origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_refdef.vieworg[0];
+ ent->render.origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_refdef.vieworg[1];
+ ent->render.origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_refdef.vieworg[2];
+ // adjust angles
+ VectorAdd(ent->render.angles, r_refdef.viewangles, ent->render.angles);
+ }
}
-
- // LordHavoc: interpolated sprite rendering
- if (ilerp != 0)
- GL_DrawSpriteImage(oldframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*ilerp);
- if (lerp != 0)
- GL_DrawSpriteImage(newframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*lerp);
}
-//==================================================================================
-
-void R_DrawBrushModel (entity_t *e);
-
/*
=============
R_DrawEntitiesOnList
if (!r_drawentities.value)
return;
- for (i=0 ; i<cl_numvisedicts ; i++)
+ for (i = 0;i < cl_numvisedicts;i++)
{
- if (cl_visedicts[i]->model->type != mod_brush)
+ if (cl_visedicts[i]->render.model->type != mod_brush)
continue;
currententity = cl_visedicts[i];
- modelalpha = currententity->alpha;
+ modelalpha = currententity->render.alpha;
R_DrawBrushModel (currententity);
}
void R_DrawEntitiesOnList2 (void)
{
int i;
+ frameblend_t blend[4];
if (!r_drawentities.value)
return;
- for (i=0 ; i<cl_numvisedicts ; i++)
+ for (i = 0;i < cl_numvisedicts;i++)
{
currententity = cl_visedicts[i];
- modelalpha = currententity->alpha;
+ modelalpha = currententity->render.alpha;
- switch (currententity->model->type)
+ switch (currententity->render.model->type)
{
case mod_alias:
- R_DrawAliasModel (currententity, true, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap);
+ R_LerpUpdate(currententity);
+ R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
+ R_DrawAliasModel (currententity, true, modelalpha, currententity->render.model, blend, currententity->render.skinnum, currententity->render.origin, currententity->render.angles, currententity->render.scale, currententity->render.effects, currententity->render.model->flags, currententity->render.colormap);
break;
case mod_sprite:
- R_DrawSpriteModel (currententity);
+ R_LerpUpdate(currententity);
+ R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
+ R_DrawSpriteModel (currententity, blend);
break;
default:
*/
void R_DrawViewModel (void)
{
- if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.model)
+ frameblend_t blend[4];
+
+ if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
return;
currententity = &cl.viewent;
- currententity->alpha = modelalpha = cl_entities[cl.viewentity].alpha; // LordHavoc: if the player is transparent, so is his gun
- currententity->effects = cl_entities[cl.viewentity].effects;
- currententity->scale = 1;
- VectorCopy(cl_entities[cl.viewentity].colormod, currententity->colormod);
+ currententity->render.alpha = modelalpha = cl_entities[cl.viewentity].render.alpha; // LordHavoc: if the player is transparent, so is the gun
+ currententity->render.effects = cl_entities[cl.viewentity].render.effects;
+ currententity->render.scale = 1;
+ VectorCopy(cl_entities[cl.viewentity].render.colormod, currententity->render.colormod);
+
+ R_LerpUpdate(currententity);
+ R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
// hack the depth range to prevent view model from poking into walls
glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
- R_DrawAliasModel (currententity, FALSE, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap);
+ R_DrawAliasModel (currententity, false, modelalpha, currententity->render.model, blend, currententity->render.skinnum, currententity->render.origin, currententity->render.angles, currententity->render.scale, currententity->render.effects, currententity->render.model->flags, currententity->render.colormap);
glDepthRange (gldepthmin, gldepthmax);
}
c_brush_polys = 0;
c_alias_polys = 0;
c_light_polys = 0;
+ c_faces = 0;
c_nodes = 0;
c_leafs = 0;
-
+ c_models = 0;
+ c_bmodels = 0;
+ c_sprites = 0;
+ c_particles = 0;
+// c_dlights = 0;
}
glShadeModel(GL_SMOOTH);
}
-void R_DrawWorld (void);
-//void R_RenderDlights (void);
-void R_DrawParticles (void);
-
/*
=============
R_Clear
glEnable(GL_TEXTURE_2D);
}
-#define TIMEREPORT(DESC) \
+#define TIMEREPORT(VAR) \
if (r_speeds2.value)\
{\
- temptime = -currtime;\
+ temptime = currtime;\
currtime = Sys_FloatTime();\
- temptime += currtime;\
- Con_Printf(DESC " %.4fms ", temptime * 1000.0);\
- }
+ VAR = (int) ((currtime - temptime) * 1000000.0);\
+ }\
+ else\
+ VAR = 0;
/*
================
extern qboolean skyisvisible;
extern void R_Sky();
extern void UploadLightmaps();
+char r_speeds2_string1[81], r_speeds2_string2[81], r_speeds2_string3[81], r_speeds2_string4[81], r_speeds2_string5[81], r_speeds2_string6[81], r_speeds2_string7[81];
void R_RenderView (void)
{
-// double currtime, temptime;
+ double starttime, currtime, temptime;
+ int time_clear, time_setup, time_world, time_bmodels, time_upload, time_sky, time_wall, time_models, time_moveparticles, time_drawparticles, time_moveexplosions, time_drawexplosions, time_drawdecals, time_transpoly, time_blend, time_total;
// if (r_norefresh.value)
// return;
- if (!r_worldentity.model || !cl.worldmodel)
- Sys_Error ("R_RenderView: NULL worldmodel");
+ if (!r_worldentity.render.model || !cl.worldmodel)
+ Host_Error ("R_RenderView: NULL worldmodel");
lighthalf = gl_lightmode.value;
FOG_framebegin();
-// if (r_speeds2.value)
-// {
-// currtime = Sys_FloatTime();
-// Con_Printf("render time: ");
-// }
+ if (r_speeds2.value)
+ {
+ starttime = currtime = Sys_FloatTime();
+ }
+ else
+ starttime = currtime = 0;
R_Clear();
-// TIMEREPORT("R_Clear")
+ skyisvisible = false;
+ TIMEREPORT(time_clear)
// render normal view
R_SetFrustum ();
R_SetupGL ();
+ R_PrepareEntities();
+
skypolyclear();
wallpolyclear();
transpolyclear();
- skyisvisible = false;
+
+ TIMEREPORT(time_setup)
R_MarkLeaves (); // done here so we know if we're in water
R_DrawWorld (); // adds static entities to the list
- if (!intimerefresh)
- S_ExtraUpdate (); // don't let sound get messed up if going slow
+ TIMEREPORT(time_world)
R_DrawEntitiesOnList1 (); // BSP models
+ TIMEREPORT(time_bmodels)
+
+ UploadLightmaps();
+ TIMEREPORT(time_upload)
skypolyrender(); // fogged sky polys, affects depth
+
if (skyname[0] && skyisvisible && !fogenabled)
R_Sky(); // does not affect depth, draws over the sky polys
+ TIMEREPORT(time_sky)
- UploadLightmaps();
wallpolyrender();
+ TIMEREPORT(time_wall)
+
+ if (!intimerefresh && !r_speeds2.value)
+ S_ExtraUpdate (); // don't let sound get messed up if going slow
R_DrawEntitiesOnList2 (); // other models
// R_RenderDlights ();
R_DrawViewModel ();
+ TIMEREPORT(time_models)
+ R_MoveParticles ();
+ TIMEREPORT(time_moveparticles)
R_DrawParticles ();
+ TIMEREPORT(time_drawparticles)
+ R_MoveExplosions();
+ TIMEREPORT(time_moveexplosions)
+ R_DrawExplosions();
+ TIMEREPORT(time_drawexplosions)
+ R_DrawDecals();
+ TIMEREPORT(time_drawdecals)
transpolyrender();
+ TIMEREPORT(time_transpoly)
FOG_frameend();
+
GL_BlendView();
-// if (r_speeds2.value)
-// Con_Printf("\n");
+ TIMEREPORT(time_blend)
+ if (r_speeds2.value)
+ {
+ time_total = (int) ((Sys_FloatTime() - starttime) * 1000000.0);
+ sprintf(r_speeds2_string1, "%6i walls %6i dlitwalls %7i modeltris %7i transpoly\n", c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly);
+ sprintf(r_speeds2_string2, "BSP: %6i faces %6i nodes %6i leafs\n", c_faces, c_nodes, c_leafs);
+ sprintf(r_speeds2_string3, "%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n", c_models, c_bmodels, c_sprites, c_particles, c_dlights);
+ sprintf(r_speeds2_string4, "%6ius clear %6ius setup %6ius world %6ius bmodel %6ius upload", time_clear, time_setup, time_world, time_bmodels, time_upload);
+ sprintf(r_speeds2_string5, "%6ius sky %6ius wall %6ius models %6ius mpart %6ius dpart ", time_sky, time_wall, time_models, time_moveparticles, time_drawparticles);
+ sprintf(r_speeds2_string6, "%6ius mexplo %6ius dexplo %6ius decals %6ius trans %6ius blend ", time_moveexplosions, time_drawexplosions, time_drawdecals, time_transpoly, time_blend);
+ sprintf(r_speeds2_string7, "%6ius permdl %6ius total ", time_models / max(c_models, 1), time_total);
+ }
}