extern cvar_t r_sky;
extern cvar_t r_skyscroll1;
extern cvar_t r_skyscroll2;
-extern int skyrendernow, skyrendermasked;
+extern int skyrenderlater, skyrendermasked;
extern int R_SetSkyBox(const char *sky);
extern void R_SkyStartFrame(void);
extern void R_Sky(void);
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_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette);
skinframe_t *R_SkinFrame_LoadMissing(void);
void R_View_WorldVisibility(qboolean forcenovis);
#include "r_lerpanim.h"
extern cvar_t r_render;
+extern cvar_t r_renderview;
extern cvar_t r_waterwarp;
extern cvar_t r_textureunits;
// colormapping state from entity (these are black if colormapping is off)
vec3_t colormap_pantscolor;
vec3_t colormap_shirtcolor;
+ // special coloring of glow textures
+ vec3_t glowmod;
// view location in model space
- vec3_t modelorg; // TODO: rename this
+ vec3_t localvieworigin;
// polygon offset data for submodels
float basepolygonfactor;
float basepolygonoffset;
GL20TU_SHADOWMAPRECT = 11,
GL20TU_SHADOWMAPCUBE = 11,
GL20TU_SHADOWMAP2D = 11,
+ GL20TU_CUBEPROJECTION = 12
}
gl20_texunit;