//static qboolean r_cache_thrash; // compatability
-vec3_t modelorg;
entity_render_t *currentrenderentity;
int r_framecount; // used for dlight push checking
cvar_t gl_lightmode = {CVAR_SAVE, "gl_lightmode", "1"}; // LordHavoc: overbright lighting
//cvar_t r_dynamicbothsides = {CVAR_SAVE, "r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right...
-cvar_t r_farclip = {0, "r_farclip", "6144"}; // FIXME: make this go away (calculate based on farthest visible object/polygon)
cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
cvar_t gl_fogend = {0, "gl_fogend","0"};
-cvar_t glfog = {0, "glfog", "0"};
cvar_t r_ser = {CVAR_SAVE, "r_ser", "1"};
cvar_t gl_viewmodeldepthhack = {0, "gl_viewmodeldepthhack", "1"};
+cvar_t r_multitexture = {0, "r_multitexture", "1"};
+
+/*
+====================
+R_TimeRefresh_f
+
+For program optimization
+====================
+*/
+qboolean intimerefresh = 0;
+static void R_TimeRefresh_f (void)
+{
+ int i;
+ float start, stop, time;
+
+ intimerefresh = 1;
+ start = Sys_DoubleTime ();
+ glDrawBuffer (GL_FRONT);
+ for (i = 0;i < 128;i++)
+ {
+ r_refdef.viewangles[0] = 0;
+ r_refdef.viewangles[1] = i/128.0*360.0;
+ r_refdef.viewangles[2] = 0;
+ R_RenderView();
+ }
+ glDrawBuffer (GL_BACK);
+
+ stop = Sys_DoubleTime ();
+ intimerefresh = 0;
+ time = stop-start;
+ Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
+}
+
+extern cvar_t r_drawportals;
+
int R_VisibleCullBox (vec3_t mins, vec3_t maxs)
{
int sides;
float fog_density, fog_red, fog_green, fog_blue;
qboolean fogenabled;
qboolean oldgl_fogenable;
-void FOG_framebegin(void)
+void R_SetupFog(void)
{
if (gamemode == GAME_NEHAHRA)
{
- if (gl_fogenable.value)
+ if (gl_fogenable.integer)
{
oldgl_fogenable = true;
fog_density = gl_fogdensity.value;
}
if (fog_density)
{
- fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f);
- fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
- fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f);
- if (lighthalf)
- {
- fogcolor[0] *= 0.5f;
- fogcolor[1] *= 0.5f;
- fogcolor[2] *= 0.5f;
- }
+ fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f);
+ fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
+ fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f);
}
- if (glfog.value)
+ if (fog_density)
{
- if (!r_render.value)
- return;
- if(fog_density)
- {
- // LordHavoc: Borland C++ 5.0 was choking on this line...
- //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
- GLfloat colors[4];
- colors[0] = fog_red;
- colors[1] = fog_green;
- colors[2] = fog_blue;
- colors[3] = 1;
- if (lighthalf)
- {
- colors[0] *= 0.5f;
- colors[1] *= 0.5f;
- colors[2] *= 0.5f;
- }
-
- glFogi (GL_FOG_MODE, GL_EXP2);
- glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100);
- glFogfv (GL_FOG_COLOR, colors);
- glEnable (GL_FOG);
- }
- else
- glDisable(GL_FOG);
+ fogenabled = true;
+ fogdensity = -4000.0f / (fog_density * fog_density);
+ // fog color was already set
}
else
- {
- if (fog_density)
- {
- fogenabled = true;
- fogdensity = -4000.0f / (fog_density * fog_density);
- // fog color was already set
- }
- else
- fogenabled = false;
- }
-}
-
-void FOG_frameend(void)
-{
- if (glfog.value)
- glDisable(GL_FOG);
+ fogenabled = false;
}
+// FIXME: move this to client?
void FOG_clear(void)
{
if (gamemode == GAME_NEHAHRA)
fog_density = fog_red = fog_green = fog_blue = 0.0f;
}
+// FIXME: move this to client?
void FOG_registercvars(void)
{
- Cvar_RegisterVariable (&glfog);
if (gamemode == GAME_NEHAHRA)
{
Cvar_RegisterVariable (&gl_fogenable);
void gl_main_newmap(void)
{
+ r_framecount = 1;
}
void GL_Main_Init(void)
{
+// FIXME: move this to client?
FOG_registercvars();
+ Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
Cvar_RegisterVariable (&r_drawentities);
Cvar_RegisterVariable (&r_drawviewmodel);
Cvar_RegisterVariable (&r_speeds);
Cvar_RegisterVariable (&r_wateralpha);
Cvar_RegisterVariable (&r_dynamic);
Cvar_RegisterVariable (&r_waterripple);
- Cvar_RegisterVariable (&r_farclip);
Cvar_RegisterVariable (&r_fullbright);
Cvar_RegisterVariable (&r_ser);
Cvar_RegisterVariable (&gl_viewmodeldepthhack);
+ Cvar_RegisterVariable (&r_multitexture);
if (gamemode == GAME_NEHAHRA)
Cvar_SetValue("r_fullbrights", 0);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
}
+/*
+===============
+R_NewMap
+===============
+*/
+void CL_ParseEntityLump(char *entitystring);
+void R_NewMap (void)
+{
+ int i;
+
+ for (i=0 ; i<256 ; i++)
+ d_lightstylevalue[i] = 264; // normal light value
+
+ r_viewleaf = NULL;
+ if (cl.worldmodel->entities)
+ CL_ParseEntityLump(cl.worldmodel->entities);
+ R_Modules_NewMap();
+}
+
+extern void R_Textures_Init(void);
+extern void Mod_RenderInit(void);
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 R_Sky_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);
extern void R_Clip_Init(void);
extern void ui_init(void);
+extern void gl_backend_init(void);
void Render_Init(void)
{
R_Modules_Shutdown();
+ R_Textures_Init();
+ Mod_RenderInit();
+ gl_backend_init();
R_Clip_Init();
GL_Draw_Init();
GL_Main_Init();
GL_Models_Init();
- GL_Poly_Init();
+ R_Sky_Init();
GL_Surf_Init();
GL_Screen_Init();
- GL_Misc_Init();
R_Crosshairs_Init();
R_Light_Init();
R_Particles_Init();
R_Explosion_Init();
- CL_Effects_Init();
R_Decals_Init();
ui_init();
R_Modules_Start();
// Con_Printf ("%s %s\n", gl_renderer, gl_version);
-// VID_CheckMultitexture();
-// VID_CheckCVA();
-// VID_CheckCombine();
VID_CheckExtensions();
// LordHavoc: report supported extensions
glCullFace(GL_FRONT);
glEnable(GL_TEXTURE_2D);
-// glDisable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, 0.5);
// glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
}
((entity_render_t *)data)->visframe = r_framecount;
}
-static void R_AddModelEntities (void)
+static void R_MarkEntities (void)
{
int i;
vec3_t v;
- if (!r_drawentities.value)
+ if (!r_drawentities.integer)
return;
for (i = 0;i < cl_numvisedicts;i++)
{
currentrenderentity = &cl_visedicts[i]->render;
+ Mod_CheckLoaded(currentrenderentity->model);
// move view-relative models to where they should be
if (currentrenderentity->flags & RENDER_VIEWMODEL)
continue;
R_LerpAnimation(currentrenderentity);
- if (r_ser.value)
+ if (r_ser.integer)
currentrenderentity->model->SERAddEntity();
else
currentrenderentity->visframe = r_framecount;
}
}
-void R_DrawModels1 (void)
+// only used if skyrendermasked, and normally returns false
+int R_DrawBModelSky (void)
{
- int i;
+ int i, sky = false;
- if (!r_drawentities.value)
- return;
+ if (!r_drawentities.integer)
+ return false;
for (i = 0;i < cl_numvisedicts;i++)
{
currentrenderentity = &cl_visedicts[i]->render;
- if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawEarly)
- currentrenderentity->model->DrawEarly();
+ if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawSky)
+ {
+ currentrenderentity->model->DrawSky();
+ sky = true;
+ }
}
+ return sky;
}
-void R_DrawModels2 (void)
+void R_DrawModels (void)
{
int i;
- if (!r_drawentities.value)
+ if (!r_drawentities.integer)
return;
for (i = 0;i < cl_numvisedicts;i++)
{
currentrenderentity = &cl_visedicts[i]->render;
- if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawLate)
- currentrenderentity->model->DrawLate();
+ if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->Draw)
+ currentrenderentity->model->Draw();
}
}
*/
void R_DrawViewModel (void)
{
- if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
+ // FIXME: move these checks to client
+ if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
return;
currentrenderentity = &cl.viewent.render;
+ Mod_CheckLoaded(currentrenderentity->model);
R_LerpAnimation(currentrenderentity);
// hack the depth range to prevent view model from poking into walls
- if (gl_viewmodeldepthhack.value)
+ if (gl_viewmodeldepthhack.integer)
+ {
+ R_Mesh_Render();
glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
- currentrenderentity->model->DrawLate();
- if (gl_viewmodeldepthhack.value)
+ }
+ currentrenderentity->model->Draw();
+ if (gl_viewmodeldepthhack.integer)
+ {
+ R_Mesh_Render();
glDepthRange (gldepthmin, gldepthmax);
+ }
}
static void R_SetFrustum (void)
{
int i;
- // LordHavoc: note to all quake engine coders, this code was making the
- // view frustum taller than it should have been (it assumed the view is
- // square; it is not square), so I disabled it
- /*
- if (r_refdef.fov_x == 90)
- {
- // front side is visible
+ // LordHavoc: note to all quake engine coders, the special case for 90
+ // degrees assumed a square view (wrong), so I removed it, Quake2 has it
+ // disabled as well.
+ // rotate VPN right by FOV_X/2 degrees
+ RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
+ // rotate VPN left by FOV_X/2 degrees
+ RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
+ // rotate VPN up by FOV_X/2 degrees
+ RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
+ // rotate VPN down by FOV_X/2 degrees
+ RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
- VectorAdd (vpn, vright, frustum[0].normal);
- VectorSubtract (vpn, vright, frustum[1].normal);
-
- VectorAdd (vpn, vup, frustum[2].normal);
- VectorSubtract (vpn, vup, frustum[3].normal);
- }
- else
- {
- */
- // rotate VPN right by FOV_X/2 degrees
- RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
- // rotate VPN left by FOV_X/2 degrees
- RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
- // rotate VPN up by FOV_X/2 degrees
- RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
- // rotate VPN down by FOV_X/2 degrees
- RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
- //}
for (i=0 ; i<4 ; i++)
{
frustum[i].type = PLANE_ANYZ;
frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
-// frustum[i].signbits = SignbitsForPlane (&frustum[i]);
PlaneClassify(&frustum[i]);
}
}
// don't allow cheats in multiplayer
if (cl.maxclients > 1)
{
- if (r_fullbright.value != 0)
+ if (r_fullbright.integer != 0)
Cvar_Set ("r_fullbright", "0");
if (r_ambient.value != 0)
Cvar_Set ("r_ambient", "0");
}
+ if (r_multitexture.integer && gl_textureunits < 2)
+ Cvar_SetValue("r_multitexture", 0);
r_framecount++;
if (r_viewleaf->contents != CONTENTS_EMPTY && r_viewleaf->contents != CONTENTS_SOLID)
{
xmax *= (sin(cl.time * 4.7) * 0.03 + 0.97);
- ymax *= (sin(cl.time * 3) * 0.03 + 0.97);
+ ymax *= (sin(cl.time * 3.0) * 0.03 + 0.97);
}
glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar );
*/
static void R_SetupGL (void)
{
- if (!r_render.value)
+ if (!r_render.integer)
return;
+// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
+ gldepthmin = 0;
+ gldepthmax = 1;
+ glDepthFunc (GL_LEQUAL);
+
+ glDepthRange (gldepthmin, gldepthmax);
+
+ // update farclip based on previous frame
+ r_farclip = r_newfarclip;
+
// set up viewpoint
glMatrixMode(GL_PROJECTION);
glLoadIdentity ();
// y is weird beause OpenGL is bottom to top, we use top to bottom
glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);
// yfov = 2*atan((float)r_refdef.height/r_refdef.width)*180/M_PI;
- MYgluPerspective (r_refdef.fov_x, r_refdef.fov_y, r_refdef.width/r_refdef.height, 4, r_farclip.value);
+ MYgluPerspective (r_refdef.fov_x, r_refdef.fov_y, r_refdef.width/r_refdef.height, 4, r_farclip);
glCullFace(GL_FRONT);
//
// set drawing parms
//
-// if (gl_cull.value)
+// if (gl_cull.integer)
glEnable(GL_CULL_FACE);
// else
// glDisable(GL_CULL_FACE);
glEnable(GL_BLEND); // was Disable
- glDisable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, 0.5);
glEnable(GL_DEPTH_TEST);
glDepthMask(1);
- glShadeModel(GL_SMOOTH);
-}
-
-/*
-=============
-R_Clear
-=============
-*/
-static void R_Clear (void)
-{
- if (!r_render.value)
- return;
-// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
- gldepthmin = 0;
- gldepthmax = 1;
- glDepthFunc (GL_LEQUAL);
-
- glDepthRange (gldepthmin, gldepthmax);
}
-static void GL_BlendView(void)
+static void R_BlendView(void)
{
- if (!r_render.value)
+ if (!r_render.integer)
return;
if (v_blend[3] < 0.01f)
return;
glMatrixMode(GL_PROJECTION);
- glLoadIdentity ();
- glOrtho (0, 256, 256, 0, -99999, 99999);
+ glLoadIdentity ();
+ glOrtho (0, 1, 1, 0, -99999, 99999);
glMatrixMode(GL_MODELVIEW);
- glLoadIdentity ();
+ glLoadIdentity ();
glDisable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
glDisable(GL_TEXTURE_2D);
glColor4f (v_blend[0] * 0.5f, v_blend[1] * 0.5f, v_blend[2] * 0.5f, v_blend[3]);
else
glColor4fv (v_blend);
- glVertex2f (-5000, -5000);
- glVertex2f (10000, -5000);
- glVertex2f (-5000, 10000);
+ glVertex2f (-5, -5);
+ glVertex2f (10, -5);
+ glVertex2f (-5, 10);
glEnd ();
glEnable (GL_CULL_FACE);
r_refdef must be set before the first call
================
*/
-extern void UploadLightmaps(void);
-extern void R_DrawSurfaces(void);
-extern void R_DrawPortals(void);
-char r_speeds2_string[1024];
-int speedstringcount;
-
-void timestring(int t, char *desc)
-{
- char tempbuf[256];
- int length;
- if (t < 1000000)
- sprintf(tempbuf, " %6ius %s", t, desc);
- else
- sprintf(tempbuf, " %6ims %s", t / 1000, desc);
- length = strlen(tempbuf);
-// while (length < 20)
-// tempbuf[length++] = ' ';
-// tempbuf[length] = 0;
- if (speedstringcount + length > 80)
- {
- strcat(r_speeds2_string, "\n");
- speedstringcount = 0;
- }
- // skip the space at the beginning if it's the first on the line
- if (speedstringcount == 0)
- {
- strcat(r_speeds2_string, tempbuf + 1);
- speedstringcount = length - 1;
- }
- else
- {
- strcat(r_speeds2_string, tempbuf);
- speedstringcount += length;
- }
-}
-
-#define TIMEREPORT(NAME) \
- if (r_speeds2.value)\
- {\
- temptime = currtime;\
- currtime = Sys_DoubleTime();\
- timestring((int) ((currtime - temptime) * 1000000.0), NAME);\
- }
-
void R_RenderView (void)
{
- double starttime, currtime, temptime;
-
if (!cl.worldmodel)
Host_Error ("R_RenderView: NULL worldmodel");
- if (r_speeds2.value)
- {
- speedstringcount = 0;
- sprintf(r_speeds2_string, "org:'%c%6.2f %c%6.2f %c%6.2f' ang:'%c%3.0f %c%3.0f %c%3.0f' dir:'%c%2.3f %c%2.3f %c%2.3f'\n%6i walls %6i dlitwalls %7i modeltris %7i transpoly\nBSP: %6i faces %6i nodes %6i leafs\n%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n",
- r_origin[0] < 0 ? '-' : ' ', fabs(r_origin[0]), r_origin[1] < 0 ? '-' : ' ', fabs(r_origin[1]), r_origin[2] < 0 ? '-' : ' ', fabs(r_origin[2]), r_refdef.viewangles[0] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[0]), r_refdef.viewangles[1] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[1]), r_refdef.viewangles[2] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[2]), vpn[0] < 0 ? '-' : ' ', fabs(vpn[0]), vpn[1] < 0 ? '-' : ' ', fabs(vpn[1]), vpn[2] < 0 ? '-' : ' ', fabs(vpn[2]),
- c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly,
- c_faces, c_nodes, c_leafs,
- c_models, c_bmodels, c_sprites, c_particles, c_dlights);
-
- starttime = currtime = Sys_DoubleTime();
- }
- else
- starttime = currtime = 0;
-
- R_MoveParticles ();
- TIMEREPORT("mparticles")
+ // FIXME: move to client
R_MoveExplosions();
- TIMEREPORT("mexplosion")
-
- FOG_framebegin();
+ R_TimeReport("mexplosion");
- R_Clear();
- TIMEREPORT("clear ")
+ R_SetupFrame();
+ R_SetFrustum();
+ R_SetupGL();
+ R_SetupFog();
+ R_SkyStartFrame();
+ R_Mesh_Clear();
+ if (r_ser.integer)
+ R_Clip_StartFrame();
+ R_BuildLightList();
- // render normal view
+ R_TimeReport("setup");
- R_SetupFrame ();
- R_SetFrustum ();
- R_SetupGL ();
- R_Clip_StartFrame();
+ R_DrawWorld();
+ R_TimeReport("worldnode");
- skypolyclear();
- wallpolyclear();
- transpolyclear();
+ R_MarkEntities();
+ R_TimeReport("markentity");
- TIMEREPORT("setup ")
-
- R_DrawWorld ();
- TIMEREPORT("addworld ")
-
- R_AddModelEntities();
- TIMEREPORT("addmodels ")
-
- R_Clip_EndFrame();
- TIMEREPORT("scanedge ")
-
- // now mark the lit surfaces
- R_PushDlights ();
- TIMEREPORT("marklights")
-
- R_DrawModels1 ();
-
- // yes this does add the world after the brush models when using the SER
- R_DrawSurfaces ();
- R_DrawPortals ();
- TIMEREPORT("surfaces ");
+ if (r_ser.integer)
+ {
+ R_Clip_EndFrame();
+ R_TimeReport("hiddensurf");
+ }
- UploadLightmaps();
- TIMEREPORT("uploadlmap")
+ R_MarkWorldLights();
+ R_TimeReport("marklights");
- skypolyrender();
- TIMEREPORT("skypoly ")
+ if (skyrendermasked && R_DrawBModelSky())
+ {
+ R_TimeReport("bmodelsky");
+ }
- wallpolyrender1();
- TIMEREPORT("wallpoly1 ")
+ R_SetupForWorldRendering();
+ R_PrepareSurfaces();
+ R_TimeReport("surfprep");
- GL_DrawDecals();
- TIMEREPORT("ddecal ")
+ R_DrawSurfacesAll();
+ R_TimeReport("surfdraw");
- wallpolyrender2();
- TIMEREPORT("wallpoly2 ")
+ if (r_drawportals.integer)
+ {
+ R_DrawPortals();
+ R_TimeReport("portals");
+ }
// don't let sound skip if going slow
- if (!intimerefresh && !r_speeds2.value)
+ if (!intimerefresh && !r_speeds2.integer)
S_ExtraUpdate ();
- R_DrawViewModel ();
- R_DrawModels2 ();
- TIMEREPORT("models ")
+ R_DrawViewModel();
+ R_DrawModels();
+ R_TimeReport("models");
+
+ R_DrawDecals();
+ R_TimeReport("decals");
- R_DrawParticles ();
- TIMEREPORT("dparticles")
+ R_DrawParticles();
+ R_TimeReport("particles");
R_DrawExplosions();
- TIMEREPORT("dexplosion")
+ R_TimeReport("explosions");
- transpolyrender();
- TIMEREPORT("transpoly ")
+ // draw transparent meshs
+ R_Mesh_AddTransparent();
+ R_TimeReport("sorttrans");
- FOG_frameend();
+ // render any queued meshs
+ R_Mesh_Render();
+ R_TimeReport("meshrender");
- GL_BlendView();
- TIMEREPORT("blend ")
+ R_BlendView();
+ R_TimeReport("blendview");
- if (r_speeds2.value)
- timestring((int) ((Sys_DoubleTime() - starttime) * 1000000.0), "total ");
+ Mem_CheckSentinelsGlobal();
+ R_TimeReport("memtest");
}