float fog_density, fog_red, fog_green, fog_blue;
qboolean fogenabled;
qboolean oldgl_fogenable;
-void FOG_framebegin()
+void FOG_framebegin(void)
{
if (nehahra)
{
}
}
-void FOG_frameend()
+void FOG_frameend(void)
{
if (glfog.value)
glDisable(GL_FOG);
}
-void FOG_clear()
+void FOG_clear(void)
{
if (nehahra)
{
fog_density = fog_red = fog_green = fog_blue = 0.0f;
}
-void FOG_registercvars()
+void FOG_registercvars(void)
{
Cvar_RegisterVariable (&glfog);
if (nehahra)
}
}
-void gl_main_start()
+void gl_main_start(void)
{
}
-void gl_main_shutdown()
+void gl_main_shutdown(void)
{
}
-void gl_main_newmap()
+void gl_main_newmap(void)
{
}
-void GL_Main_Init()
+void GL_Main_Init(void)
{
FOG_registercvars();
Cvar_RegisterVariable (&r_drawentities);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
}
-extern void GL_Draw_Init();
-extern void GL_Main_Init();
-extern void GL_Models_Init();
-extern void GL_Poly_Init();
-extern void GL_Surf_Init();
-extern void GL_Screen_Init();
-extern void GL_Misc_Init();
-extern void R_Crosshairs_Init();
-extern void R_Light_Init();
-extern void R_Particles_Init();
-extern void R_Explosion_Init();
-extern void CL_Effects_Init();
-
-void Render_Init()
+extern void GL_Draw_Init(void);
+extern void GL_Main_Init(void);
+extern void GL_Models_Init(void);
+extern void GL_Poly_Init(void);
+extern void GL_Surf_Init(void);
+extern void GL_Screen_Init(void);
+extern void GL_Misc_Init(void);
+extern void R_Crosshairs_Init(void);
+extern void R_Light_Init(void);
+extern void R_Particles_Init(void);
+extern void R_Explosion_Init(void);
+extern void CL_Effects_Init(void);
+
+void Render_Init(void)
{
R_Modules_Shutdown();
GL_Draw_Init();
}
-extern char skyname[];
-
/*
=============
R_SetupGL
void R_SetupGL (void)
{
float screenaspect;
- extern int glwidth, glheight;
int x, x2, y2, y, w, h;
if (!r_render.value)
}
// LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
-void GL_Brighten()
+void GL_Brighten(void)
{
if (!r_render.value)
return;
glEnable (GL_CULL_FACE);
}
-void GL_BlendView()
+void GL_BlendView(void)
{
if (!r_render.value)
return;
r_refdef must be set before the first call
================
*/
-extern qboolean intimerefresh;
-extern void R_Sky();
-extern void UploadLightmaps();
+extern void R_Sky(void);
+extern void UploadLightmaps(void);
char r_speeds2_string1[81], r_speeds2_string2[81], r_speeds2_string3[81], r_speeds2_string4[81], r_speeds2_string5[81], r_speeds2_string6[81], r_speeds2_string7[81];
void R_RenderView (void)
{