*/
#define Q3MTEXTURERENDERFLAGS_NODRAW 1
+#define Q3MTEXTURERENDERFLAGS_SKY 2
typedef struct q3mtexture_s
{
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)
// every texture must be in a pool...
extern rtexturepool_t *mod_shared_texturepool;
+extern rtexture_t *mod_shared_distorttexture;
+
// model loading
extern model_t *loadmodel;
extern qbyte *mod_base;