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);
+rtexture_t *R_GetCubemap(const char *basename);
+
void R_View_WorldVisibility(qboolean forcenovis);
void R_DrawDecals(void);
void R_DrawParticles(void);
extern cvar_t r_test;
+extern cvar_t r_texture_convertsRGB_2d;
+extern cvar_t r_texture_convertsRGB_skin;
+extern cvar_t r_texture_convertsRGB_cubemap;
+extern cvar_t r_texture_convertsRGB_skybox;
+extern cvar_t r_texture_convertsRGB_particles;
+
#include "gl_backend.h"
extern rtexture_t *r_texture_blanknormalmap;
// material properties for a colormapped material
// conflicts with secondary material
GL20TU_PANTS = 4,
- GL20TU_SHIRT = 5,
+ GL20TU_SHIRT = 7,
// fog fade in the distance
GL20TU_FOGMASK = 8,
// compiled ambient lightmap and deluxemap
GL20TU_SHADOWMAPCUBE = 11,
GL20TU_SHADOWMAP2D = 11,
GL20TU_CUBEPROJECTION = 12,
+ // orthographic-projection shadowmapping
+ GL20TU_SHADOWMAPORTHORECT = 15,
+ GL20TU_SHADOWMAPORTHO2D = 15,
// rtlight prepass data (screenspace depth and normalmap)
GL20TU_SCREENDEPTH = 13,
GL20TU_SCREENNORMALMAP = 14,
// lightmap prepass data (screenspace diffuse and specular from lights)
GL20TU_SCREENDIFFUSE = 11,
GL20TU_SCREENSPECULAR = 12,
+ // fake reflections
+ GL20TU_REFLECTMASK = 5,
+ GL20TU_REFLECTCUBE = 6
}
gl20_texunit;
qboolean enabled;
qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
+ qboolean renderingrefraction;
int waterwidth, waterheight;
int texturewidth, textureheight;