// sky stuff
extern cvar_t r_sky;
+extern cvar_t r_skyscroll1;
+extern cvar_t r_skyscroll2;
extern int skyrendernow, skyrendermasked;
extern int R_SetSkyBox(const char *sky);
extern void R_SkyStartFrame(void);
// lighting stuff
extern cvar_t r_ambient;
-// model rendering stuff
-extern float *aliasvert;
-extern float *aliasvertnorm;
-extern float *aliasvertcolor;
-
// vis stuff
extern cvar_t r_novis;
extern mplane_t frustum[4];
extern int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
+// brightness of world lightmaps and related lighting
+// (often reduced when world rtlights are enabled)
+extern float r_lightmapintensity;
+// whether to draw world lights realtime, dlights realtime, and their shadows
+extern qboolean r_rtworld;
+extern qboolean r_rtworldshadows;
+extern qboolean r_rtdlight;
+extern qboolean r_rtdlightshadows;
+
+// forces all rendering to draw triangle outlines
+extern cvar_t r_showtris;
+extern int r_showtrispass;
//
// view origin
extern vec3_t r_viewup;
extern int r_view_x;
extern int r_view_y;
+extern int r_view_z;
extern int r_view_width;
extern int r_view_height;
+extern int r_view_depth;
extern float r_view_fov_x;
extern float r_view_fov_y;
extern matrix4x4_t r_view_matrix;
#include "r_lerpanim.h"
extern cvar_t r_render;
+extern cvar_t r_waterwarp;
extern cvar_t r_textureunits;
+extern cvar_t gl_polyblend;
extern cvar_t gl_dither;
#include "gl_backend.h"