int *surfacepvsframes;
msurface_t *surfacepvsnext;
surfmesh_t *entiremesh;
- surfmesh_t *surfmeshes;
int numsurfedges;
int *surfedges;
int collisionmarkframe; // don't collide twice in one trace
int type;
int firstvertex;
- int numvertices;
int firstelement;
- int numelements;
int patchsize[2];
// used for processing
int markframe;
float mins[3];
float maxs[3];
+ int num_vertices;
+ int num_triangles;
float *data_vertex3f;
float *data_texcoordtexture2f;
float *data_texcoordlightmap2f;
float *data_tvector3f;
float *data_normal3f;
float *data_color4f;
- int numtriangles;
int *data_element3i;
int *data_neighbor3i;
}
void(*DrawSky)(struct entity_render_s *ent);
// draw the model using lightmap/dlight shading
void(*Draw)(struct entity_render_s *ent);
- // draw a fake shadow for the model
- void(*DrawFakeShadow)(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);
// draw the lighting on a model (through stencil)