extern cvar_t r_waterscroll;
extern cvar_t r_watershader;
+extern cvar_t developer_texturelogging;
+
// useful functions for rendering
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
void R_FillColors(float *out, int verts, float r, float g, float b, float a);
#define gl_alpha_format 4
int R_CullBox(const vec3_t mins, const vec3_t maxs);
-#define VIS_CullBox(mins,maxs) (R_CullBox((mins), (maxs)) || (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingPVS && !r_refdef.worldmodel->brush.BoxTouchingPVS(r_refdef.worldmodel, r_pvsbits, (mins), (maxs))))
extern qboolean fogenabled;
extern vec3_t fogcolor;
#include "r_light.h"
+extern rtexture_t *r_texture_blanknormalmap;
+extern rtexture_t *r_texture_white;
+extern rtexture_t *r_texture_black;
+extern rtexture_t *r_texture_notexture;
+extern rtexture_t *r_texture_whitecube;
+extern rtexture_t *r_texture_normalizationcube;
+#define NUM_DETAILTEXTURES 1
+extern rtexture_t *r_texture_detailtextures[NUM_DETAILTEXTURES];
+extern rtexture_t *r_texture_distorttexture[64];
+
void R_TimeReport(char *name);
void R_TimeReport_Start(void);
void R_TimeReport_End(void);