int blendfunc2;
int numtriangles;
int *index;
- int indexbase; // adjustment to add to the index values
int numverts;
float *vertex;
int vertexstep;
float *color;
int colorstep;
- // if color is NULL, these are used for all vertices
- float cr, cg, cb, ca;
+ float cr, cg, cb, ca; // if color is NULL, these are used for all vertices
int tex[MAX_TEXTUREUNITS];
float *texcoords[MAX_TEXTUREUNITS];
int texcoordstep[MAX_TEXTUREUNITS];
}
rmeshinfo_t;
+typedef struct
+{
+ //input to R_Mesh_Draw_GetBuffer
+ int transparent;
+ int depthwrite; // force depth writing enabled even if polygon is not opaque
+ int depthdisable; // disable depth read/write entirely
+ int blendfunc1;
+ int blendfunc2;
+ int numtriangles;
+ int numverts;
+ int tex[MAX_TEXTUREUNITS];
+ float texrgbscale[MAX_TEXTUREUNITS]; // used only if COMBINE is present
+
+ // output
+ int *index;
+ float *vertex;
+ float *color;
+ float colorscale;
+ float *texcoords[MAX_TEXTUREUNITS];
+}
+rmeshbufferinfo_t;
+
// adds console variables and registers the render module (only call from GL_Init)
void gl_backend_init(void);
// sets up mesh renderer for the frame
void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts);
// same as normal, except for harsh format restrictions (vertex must be 4 float, color must be 4 float, texcoord must be 2 float, flat color not supported)
void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m);
-// faster hardwired version of R_Mesh_Draw specifically for decals (has close ties to decal code)
-//void R_Mesh_DrawDecal(const rmeshinfo_t *m);
+// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
+// (this is used for very high speed rendering, no copying)
+int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m);