mplane_t frustum[4];
-int c_brush_polys, c_alias_polys;
+int c_brush_polys, c_alias_polys, c_light_polys, c_nodes, c_leafs;
qboolean envmap; // true during envmap command capture
//cvar_t gl_cull = {"gl_cull","1"};
//cvar_t gl_affinemodels = {"gl_affinemodels","0"};
//cvar_t gl_polyblend = {"gl_polyblend","1"};
-//cvar_t gl_flashblend = {"gl_flashblend","0"};
cvar_t gl_playermip = {"gl_playermip","0"};
//cvar_t gl_nocolors = {"gl_nocolors","0"};
//cvar_t gl_keeptjunctions = {"gl_keeptjunctions","1"};
glDepthMask(1);
}
+int modeldlightbits[8];
+extern int r_dlightframecount;
+
/*
=================
R_DrawAliasModel
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
+ {
+ mleaf_t *leaf = Mod_PointInLeaf (currententity->origin, cl.worldmodel);
+ if (leaf->dlightframe == r_dlightframecount)
+ for (i = 0;i < 8;i++)
+ modeldlightbits[i] = leaf->dlightbits[i];
+ else
+ for (i = 0;i < 8;i++)
+ modeldlightbits[i] = 0;
+ }
+
// get lighting information
if (currententity->model->flags & EF_FULLBRIGHT || currententity->effects & EF_FULLBRIGHT)
c_brush_polys = 0;
c_alias_polys = 0;
+ c_light_polys = 0;
+ c_nodes = 0;
+ c_leafs = 0;
}
r_refdef must be set before the first call
================
*/
+extern qboolean intimerefresh;
void R_RenderView (void)
{
// double currtime, temptime;
R_SetupGL ();
R_MarkLeaves (); // done here so we know if we're in water
R_DrawWorld (); // adds static entities to the list
- S_ExtraUpdate (); // don't let sound get messed up if going slow
+ if (!intimerefresh)
+ S_ExtraUpdate (); // don't let sound get messed up if going slow
wallpolyclear();
R_DrawEntitiesOnList1 (); // BSP models
wallpolyrender();