cvar_t r_drawentities = {0, "r_drawentities","1"};
cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
cvar_t r_speeds = {0, "r_speeds","0"};
-cvar_t r_speeds2 = {0, "r_speeds2","0"};
cvar_t r_fullbright = {0, "r_fullbright","0"};
//cvar_t r_lightmap = {0, "r_lightmap","0"};
cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
Cvar_RegisterVariable (&r_drawentities);
Cvar_RegisterVariable (&r_drawviewmodel);
Cvar_RegisterVariable (&r_speeds);
- Cvar_RegisterVariable (&r_speeds2);
Cvar_RegisterVariable (&gl_lightmode);
// Cvar_RegisterVariable (&r_dynamicwater);
// Cvar_RegisterVariable (&r_dynamicbothsides);
if (!r_drawentities.integer)
return;
- for (i = 0;i < cl_numvisedicts;i++)
+ for (i = 0;i < r_refdef.numentities;i++)
{
- currentrenderentity = &cl_visedicts[i]->render;
+ currentrenderentity = r_refdef.entities[i];
Mod_CheckLoaded(currentrenderentity->model);
// move view-relative models to where they should be
if (!r_drawentities.integer)
return false;
- for (i = 0;i < cl_numvisedicts;i++)
+ for (i = 0;i < r_refdef.numentities;i++)
{
- currentrenderentity = &cl_visedicts[i]->render;
+ currentrenderentity = r_refdef.entities[i];
if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawSky)
{
currentrenderentity->model->DrawSky();
if (!r_drawentities.integer)
return;
- for (i = 0;i < cl_numvisedicts;i++)
+ for (i = 0;i < r_refdef.numentities;i++)
{
- currentrenderentity = &cl_visedicts[i]->render;
+ currentrenderentity = r_refdef.entities[i];
if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->Draw)
currentrenderentity->model->Draw();
}
r_oldviewleaf = r_viewleaf;
r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
- V_SetContentsColor (r_viewleaf->contents);
- V_CalcBlend ();
-
// r_cache_thrash = false;
- c_brush_polys = 0;
- c_alias_polys = 0;
- c_light_polys = 0;
- c_faces = 0;
- c_nodes = 0;
- c_leafs = 0;
- c_models = 0;
- c_bmodels = 0;
- c_sprites = 0;
- c_particles = 0;
-// c_dlights = 0;
-
R_AnimateLight ();
}
if (!r_render.integer)
return;
- if (v_blend[3] < 0.01f)
+ if (r_refdef.viewblend[3] < 0.01f)
return;
glMatrixMode(GL_PROJECTION);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin (GL_TRIANGLES);
if (lighthalf)
- glColor4f (v_blend[0] * 0.5f, v_blend[1] * 0.5f, v_blend[2] * 0.5f, v_blend[3]);
+ glColor4f (r_refdef.viewblend[0] * 0.5f, r_refdef.viewblend[1] * 0.5f, r_refdef.viewblend[2] * 0.5f, r_refdef.viewblend[3]);
else
- glColor4fv (v_blend);
+ glColor4fv (r_refdef.viewblend);
glVertex2f (-5, -5);
glVertex2f (10, -5);
glVertex2f (-5, 10);
}
// don't let sound skip if going slow
- if (!intimerefresh && !r_speeds2.integer)
+ if (!intimerefresh && !r_speeds.integer)
S_ExtraUpdate ();
R_DrawViewModel();
// draw transparent meshs
R_Mesh_AddTransparent();
- R_TimeReport("sorttrans");
+ R_TimeReport("addtrans");
+
+ R_DrawCoronas();
+ R_TimeReport("coronas");
// render any queued meshs
R_Mesh_Render();
R_BlendView();
R_TimeReport("blendview");
- Mem_CheckSentinelsGlobal();
- R_TimeReport("memtest");
+ //Mem_CheckSentinelsGlobal();
+ //R_TimeReport("memtest");
}