void GL_BlendFunc(int blendfunc1, int blendfunc2);
void GL_DepthMask(int state);
void GL_DepthTest(int state);
-void GL_VertexPointer(const float *p);
-void GL_ColorPointer(const float *p);
+void GL_ColorMask(int r, int g, int b, int a);
void GL_Color(float cr, float cg, float cb, float ca);
+void GL_ShowTrisColor(float cr, float cg, float cb, float ca);
void GL_TransformToScreen(const vec4_t in, vec4_t out);
void GL_LockArrays(int first, int count);
void GL_ActiveTexture(int num);
void GL_ClientActiveTexture(int num);
void GL_Scissor(int x, int y, int width, int height); // AK for DRAWQUEUE_SETCLIP
void GL_ScissorTest(int state); // AK for DRAWQUEUE_(RE)SETCLIP
+void GL_Clear(int mask);
extern cvar_t gl_lockarrays;
extern cvar_t gl_mesh_copyarrays;
int texalphascale[MAX_TEXTUREUNITS]; // used only if COMBINE is present
int texcombinergb[MAX_TEXTUREUNITS]; // works with or without combine for some operations
int texcombinealpha[MAX_TEXTUREUNITS]; // does nothing without combine
+ // matrices
+ matrix4x4_t texmatrix[MAX_TEXTUREUNITS];
// pointers
const float *pointer_texcoord[MAX_TEXTUREUNITS];
+
+ // other state set by this
+ const float *pointer_vertex;
+ const float *pointer_color;
}
rmeshstate_t;
// sets up the requested transform matrix
void R_Mesh_Matrix(const matrix4x4_t *matrix);
-// sets up the requested transform matrix
-void R_Mesh_TextureMatrix(int unitnumber, const matrix4x4_t *matrix);
-
// set up the requested state
-void R_Mesh_State_Texture(const rmeshstate_t *m);
+void R_Mesh_State(const rmeshstate_t *m);
// renders a mesh
void R_Mesh_Draw(int numverts, int numtriangles, const int *elements);
// renders a mesh as lines
-void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, int *elements);
+void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements);
// saves a section of the rendered frame to a .tga or .jpg file
qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg);