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@ -27,17 +27,17 @@ cvar_t *r_norefresh; |
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cvar_t *vid_gamma; |
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cvar_t *vid_gamma; |
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cvar_t *vid_brightness; |
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cvar_t *vid_brightness; |
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viddef_t vid; |
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viddef_t vid; |
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static void R_ClearScreen( void ) |
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static void GAME_EXPORT R_ClearScreen( void ) |
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{ |
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{ |
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} |
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} |
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static qboolean IsNormalPass( void ) |
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static qboolean GAME_EXPORT IsNormalPass( void ) |
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{ |
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{ |
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return RP_NORMALPASS(); |
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return RP_NORMALPASS(); |
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} |
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} |
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static void R_IncrementSpeedsCounter( int type ) |
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static void GAME_EXPORT R_IncrementSpeedsCounter( int type ) |
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{ |
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{ |
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switch( type ) |
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switch( type ) |
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{ |
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{ |
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@ -49,7 +49,7 @@ static void R_IncrementSpeedsCounter( int type ) |
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} |
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} |
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} |
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} |
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static const byte *R_GetTextureOriginalBuffer( unsigned int idx ) |
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static const byte * GAME_EXPORT R_GetTextureOriginalBuffer( unsigned int idx ) |
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{ |
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{ |
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/*gl_texture_t *glt = R_GetTexture( idx );
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/*gl_texture_t *glt = R_GetTexture( idx );
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@ -59,7 +59,7 @@ static const byte *R_GetTextureOriginalBuffer( unsigned int idx ) |
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return NULL; |
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return NULL; |
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} |
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} |
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static int R_GetBuiltinTexture( enum ref_shared_texture_e type ) |
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static int GAME_EXPORT R_GetBuiltinTexture( enum ref_shared_texture_e type ) |
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{ |
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{ |
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switch( type ) |
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switch( type ) |
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{ |
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{ |
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@ -74,7 +74,7 @@ static int R_GetBuiltinTexture( enum ref_shared_texture_e type ) |
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return 0; |
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return 0; |
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} |
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} |
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static void R_FreeSharedTexture( enum ref_shared_texture_e type ) |
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static void GAME_EXPORT R_FreeSharedTexture( enum ref_shared_texture_e type ) |
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{ |
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{ |
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int num = 0; |
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int num = 0; |
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@ -104,7 +104,7 @@ CL_FillRGBA |
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============= |
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============= |
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*/ |
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*/ |
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static void CL_FillRGBA( float _x, float _y, float _w, float _h, int r, int g, int b, int a ) |
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static void GAME_EXPORT CL_FillRGBA( float _x, float _y, float _w, float _h, int r, int g, int b, int a ) |
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{ |
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{ |
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vid.rendermode = kRenderTransAdd; |
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vid.rendermode = kRenderTransAdd; |
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_TriColor4ub(r,g,b,a); |
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_TriColor4ub(r,g,b,a); |
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@ -125,7 +125,7 @@ static void GAME_EXPORT CL_FillRGBABlend( float _x, float _y, float _w, float _h |
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} |
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} |
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qboolean Mod_ProcessRenderData( model_t *mod, qboolean create, const byte *buf ) |
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qboolean GAME_EXPORT Mod_ProcessRenderData( model_t *mod, qboolean create, const byte *buf ) |
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{ |
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{ |
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qboolean loaded = true; |
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qboolean loaded = true; |
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@ -161,7 +161,7 @@ qboolean Mod_ProcessRenderData( model_t *mod, qboolean create, const byte *buf ) |
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return loaded; |
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return loaded; |
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} |
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} |
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static int GL_RenderGetParm( int parm, int arg ) |
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static int GAME_EXPORT GL_RenderGetParm( int parm, int arg ) |
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{ |
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{ |
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image_t *glt; |
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image_t *glt; |
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@ -223,7 +223,7 @@ static int GL_RenderGetParm( int parm, int arg ) |
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return 0; |
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return 0; |
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} |
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} |
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static void R_GetDetailScaleForTexture( int texture, float *xScale, float *yScale ) |
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static void GAME_EXPORT R_GetDetailScaleForTexture( int texture, float *xScale, float *yScale ) |
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{ |
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{ |
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image_t *glt = R_GetTexture( texture ); |
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image_t *glt = R_GetTexture( texture ); |
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@ -231,7 +231,7 @@ static void R_GetDetailScaleForTexture( int texture, float *xScale, float *yScal |
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if( yScale ) *yScale = glt->yscale; |
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if( yScale ) *yScale = glt->yscale; |
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} |
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} |
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static void R_GetExtraParmsForTexture( int texture, byte *red, byte *green, byte *blue, byte *density ) |
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static void GAME_EXPORT R_GetExtraParmsForTexture( int texture, byte *red, byte *green, byte *blue, byte *density ) |
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{ |
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{ |
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image_t *glt = R_GetTexture( texture ); |
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image_t *glt = R_GetTexture( texture ); |
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@ -242,7 +242,7 @@ static void R_GetExtraParmsForTexture( int texture, byte *red, byte *green, byte |
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} |
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} |
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static void R_SetCurrentEntity( cl_entity_t *ent ) |
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static void GAME_EXPORT R_SetCurrentEntity( cl_entity_t *ent ) |
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{ |
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{ |
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RI.currententity = ent; |
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RI.currententity = ent; |
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@ -253,22 +253,22 @@ static void R_SetCurrentEntity( cl_entity_t *ent ) |
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} |
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} |
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} |
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} |
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static void R_SetCurrentModel( model_t *mod ) |
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static void GAME_EXPORT R_SetCurrentModel( model_t *mod ) |
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{ |
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{ |
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RI.currentmodel = mod; |
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RI.currentmodel = mod; |
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} |
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} |
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static float R_GetFrameTime( void ) |
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static float GAME_EXPORT R_GetFrameTime( void ) |
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{ |
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{ |
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return tr.frametime; |
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return tr.frametime; |
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} |
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} |
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static const char *GL_TextureName( unsigned int texnum ) |
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static const char * GAME_EXPORT GL_TextureName( unsigned int texnum ) |
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{ |
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{ |
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return "";//return R_GetTexture( texnum )->name;
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return "";//return R_GetTexture( texnum )->name;
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} |
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} |
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const byte *GL_TextureData( unsigned int texnum ) |
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const byte * GAME_EXPORT GL_TextureData( unsigned int texnum ) |
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{ |
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{ |
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// rgbdata_t *pic = R_GetTexture( texnum )->original;
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// rgbdata_t *pic = R_GetTexture( texnum )->original;
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@ -316,72 +316,72 @@ void Mod_UnloadTextures( model_t *mod ) |
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} |
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} |
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} |
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} |
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void R_ProcessEntData( qboolean allocate ) |
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void GAME_EXPORT R_ProcessEntData( qboolean allocate ) |
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{ |
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{ |
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} |
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} |
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// stubs
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// stubs
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void GL_SetTexCoordArrayMode() |
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void GAME_EXPORT GL_SetTexCoordArrayMode() |
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{ |
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{ |
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} |
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} |
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void GL_OnContextCreated() |
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void GAME_EXPORT GL_OnContextCreated() |
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{ |
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{ |
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//R_InitBlit();
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//R_InitBlit();
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} |
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} |
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void GL_InitExtensions() |
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void GAME_EXPORT GL_InitExtensions() |
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{ |
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{ |
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} |
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} |
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void GL_ClearExtensions() |
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void GAME_EXPORT GL_ClearExtensions() |
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{ |
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{ |
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} |
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} |
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void GL_BackendStartFrame() |
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void GAME_EXPORT GL_BackendStartFrame() |
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{ |
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{ |
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} |
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} |
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void GL_BackendEndFrame() |
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void GAME_EXPORT GL_BackendEndFrame() |
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{ |
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{ |
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} |
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} |
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void GL_SetRenderMode(int mode) |
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void GAME_EXPORT GL_SetRenderMode(int mode) |
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{ |
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{ |
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vid.rendermode = mode; |
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vid.rendermode = mode; |
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/// TODO: table shading/blending???
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/// TODO: table shading/blending???
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/// maybe, setup block drawing function pointers here
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/// maybe, setup block drawing function pointers here
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} |
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} |
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void R_ShowTextures() |
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void GAME_EXPORT R_ShowTextures() |
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{ |
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{ |
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// textures undone too
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// textures undone too
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} |
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} |
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void R_ShowTree() |
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void GAME_EXPORT R_ShowTree() |
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{ |
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{ |
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// do we really need this here???
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// do we really need this here???
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} |
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} |
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void R_SetupSky(const char *skyboxname) |
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void GAME_EXPORT R_SetupSky(const char *skyboxname) |
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{ |
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{ |
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} |
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} |
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qboolean VID_ScreenShot(const char *filename, int shot_type) |
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qboolean GAME_EXPORT VID_ScreenShot(const char *filename, int shot_type) |
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{ |
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{ |
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} |
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} |
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qboolean VID_CubemapShot(const char *base, uint size, const float *vieworg, qboolean skyshot) |
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qboolean GAME_EXPORT VID_CubemapShot(const char *base, uint size, const float *vieworg, qboolean skyshot) |
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{ |
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{ |
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// cubemaps? in my softrender???
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// cubemaps? in my softrender???
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} |
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} |
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@ -391,67 +391,67 @@ void R_InitSkyClouds(mip_t *mt, texture_t *tx, qboolean custom_palette) |
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} |
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} |
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void GL_SubdivideSurface(msurface_t *fa) |
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void GAME_EXPORT GL_SubdivideSurface(msurface_t *fa) |
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{ |
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{ |
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} |
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} |
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void DrawSingleDecal(decal_t *pDecal, msurface_t *fa) |
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void GAME_EXPORT DrawSingleDecal(decal_t *pDecal, msurface_t *fa) |
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{ |
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{ |
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} |
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} |
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void GL_SelectTexture(int texture) |
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void GAME_EXPORT GL_SelectTexture(int texture) |
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{ |
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{ |
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} |
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} |
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void GL_LoadTexMatrixExt(const float *glmatrix) |
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void GAME_EXPORT GL_LoadTexMatrixExt(const float *glmatrix) |
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{ |
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{ |
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} |
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} |
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void GL_LoadIdentityTexMatrix() |
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void GAME_EXPORT GL_LoadIdentityTexMatrix() |
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{ |
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{ |
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} |
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} |
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void GL_CleanUpTextureUnits(int last) |
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void GAME_EXPORT GL_CleanUpTextureUnits(int last) |
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{ |
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{ |
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} |
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} |
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void GL_TexGen(unsigned int coord, unsigned int mode) |
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void GAME_EXPORT GL_TexGen(unsigned int coord, unsigned int mode) |
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{ |
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{ |
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} |
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} |
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void GL_TextureTarget(uint target) |
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void GAME_EXPORT GL_TextureTarget(uint target) |
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{ |
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{ |
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} |
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} |
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void GL_BuildLightmaps() |
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void GAME_EXPORT GL_BuildLightmaps() |
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{ |
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{ |
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CL_RunLightStyles(); |
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CL_RunLightStyles(); |
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} |
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} |
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void Mod_SetOrthoBounds(const float *mins, const float *maxs) |
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void GAME_EXPORT Mod_SetOrthoBounds(const float *mins, const float *maxs) |
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{ |
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{ |
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} |
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} |
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qboolean R_SpeedsMessage(char *out, size_t size) |
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qboolean GAME_EXPORT R_SpeedsMessage(char *out, size_t size) |
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{ |
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{ |
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return false; |
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return false; |
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} |
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} |
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byte *Mod_GetCurrentVis() |
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byte *GAME_EXPORT Mod_GetCurrentVis() |
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{ |
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{ |
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return NULL; |
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return NULL; |
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} |
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} |
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void GL_SetupAttributes( int safegl ) |
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void GAME_EXPORT GL_SetupAttributes( int safegl ) |
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{ |
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{ |
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gEngfuncs.Con_Reportf( "Creating an extended GL context for debug...\n" ); |
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gEngfuncs.Con_Reportf( "Creating an extended GL context for debug...\n" ); |
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gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_FLAGS, REF_GL_CONTEXT_DEBUG_FLAG ); |
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gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_FLAGS, REF_GL_CONTEXT_DEBUG_FLAG ); |
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