int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
unsigned char *(*GetPVS)(struct model_s *model, const vec3_t p);
- int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength);
+ int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength, qboolean merge);
int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
int (*BoxTouchingLeafPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs);
int (*BoxTouchingVisibleLeafs)(struct model_s *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs);
void(*Draw)(struct entity_render_s *ent);
// draw the model to the depth buffer (no color rendering at all)
void(*DrawDepth)(struct entity_render_s *ent);
+ // draw any enabled debugging effects on this model (such as showing triangles, normals, collision brushes...)
+ void(*DrawDebug)(struct entity_render_s *ent);
// gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
void(*GetLightInfo)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs);
// compile a shadow volume for the model based on light source
void R_Q1BSP_DrawSky(struct entity_render_s *ent);
void R_Q1BSP_Draw(struct entity_render_s *ent);
void R_Q1BSP_DrawDepth(struct entity_render_s *ent);
+void R_Q1BSP_DrawDebug(struct entity_render_s *ent);
void R_Q1BSP_GetLightInfo(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs);
void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);