// LordHavoc: sorted surface pointer array, sorted by shader type and then by texture
msurface_t **modelsortedsurfaces; // [nummodelsurfaces]
- // used for surfaces without a valid texture
- texture_t notexture;
-
// lightmap format, set to r_lightmaprgba when model is loaded
int lightmaprgba;
int sprnum_type;
mspriteframe_t *sprdata_frames;
- // adds a box (or individual polygons) to the clipping engine,
- // which will mark the entity visible if seen
- void(*SERAddEntity)(void);
// draw the model
- void(*Draw)(void);
+ void(*Draw)(struct entity_render_s *ent);
// draw the model's sky polygons (only used by brush models)
- void(*DrawSky)(void);
+ void(*DrawSky)(struct entity_render_s *ent);
// draw the model's shadows
- void(*DrawShadow)(void);
+ void(*DrawShadow)(struct entity_render_s *ent);
// memory pool for allocations
mempool_t *mempool;
//============================================================================
+// this can be used for anything without a valid texture
+extern rtexture_t *r_notexture;
+// every texture must be in a pool...
+extern rtexturepool_t *r_notexturepool;
+
// model loading
extern model_t *loadmodel;
extern qbyte *mod_base;
// sky/water subdivision
-extern cvar_t gl_subdivide_size;
+//extern cvar_t gl_subdivide_size;
// texture fullbrights
extern cvar_t r_fullbrights;
void Mod_TouchModel (char *name);
void Mod_UnloadModel (model_t *mod);
-mleaf_t *Mod_PointInLeaf (float *p, model_t *model);
+mleaf_t *Mod_PointInLeaf (const float *p, model_t *model);
qbyte *Mod_LeafPVS (mleaf_t *leaf, model_t *model);
void Mod_ClearUsed(void);