skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha);
skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height);
skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha);
skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height);
skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
// colormapping state from entity (these are black if colormapping is off)
vec3_t colormap_pantscolor;
vec3_t colormap_shirtcolor;
// colormapping state from entity (these are black if colormapping is off)
vec3_t colormap_pantscolor;
vec3_t colormap_shirtcolor;
+ GL20TU_SHADOWMAPRECT = 11,
+ GL20TU_SHADOWMAPCUBE = 11,
+ GL20TU_SHADOWMAP2D = 11,
+ GL20TU_CUBEPROJECTION = 12
}
gl20_texunit;
void R_SetupGenericShader(qboolean usetexture);
void R_SetupGenericTwoTextureShader(int texturemode);
void R_SetupDepthOrShadowShader(void);
}
gl20_texunit;
void R_SetupGenericShader(qboolean usetexture);
void R_SetupGenericTwoTextureShader(int texturemode);
void R_SetupDepthOrShadowShader(void);
void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass);
typedef struct r_waterstate_waterplane_s
void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass);
typedef struct r_waterstate_waterplane_s