rtexture_t *glow; // glow only
rtexture_t *merged; // original texture minus glow
rtexture_t *fog; // white texture with alpha of the base texture, NULL if not transparent
+ rtexture_t *nmap; // normalmap (bumpmap for dot3)
+ rtexture_t *gloss; // glossmap (for dot3)
}
skinframe_t;
void(*DrawFakeShadow)(struct entity_render_s *ent);
// functions used only in shadow volume rendering mode
- // draw the base lighting for the model (glowing areas, etc)
- void(*DrawBaseLighting)(struct entity_render_s *ent);
// draw a shadow volume for the model based on light source
- void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int visiblevolume);
+ void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius);
// draw the lighting on a model (through stencil)
void(*DrawLight)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float lightdistbias, float lightsubtract, float *lightcolor);