diff --git a/engine/client/cl_render.c b/engine/client/cl_render.c index 8f189ba8..e72bf3ce 100644 --- a/engine/client/cl_render.c +++ b/engine/client/cl_render.c @@ -18,6 +18,7 @@ GNU General Public License for more details. #include "common.h" #include "client.h" #include "library.h" +#include "platform/platform.h" int R_FatPVS( const vec3_t org, float radius, byte *visbuffer, qboolean merge, qboolean fullvis ) { @@ -253,6 +254,40 @@ qboolean R_InitRenderAPI( void ) // make sure what render functions is cleared memset( &clgame.drawFuncs, 0, sizeof( clgame.drawFuncs )); + // fill missing functions from renderer + gRenderAPI.GetDetailScaleForTexture = ref.dllFuncs.GetDetailScaleForTexture; + gRenderAPI.GetExtraParmsForTexture = ref.dllFuncs.GetDetailScaleForTexture; + gRenderAPI.GetFrameTime = ref.dllFuncs.GetFrameTime; + gRenderAPI.R_SetCurrentEntity = ref.dllFuncs.R_SetCurrentEntity; + gRenderAPI.R_SetCurrentModel = ref.dllFuncs.R_SetCurrentModel; + gRenderAPI.R_StoreEfrags = ref.dllFuncs.R_StoreEfrags; + gRenderAPI.GL_FindTexture = ref.dllFuncs.GL_FindTexture; + gRenderAPI.GL_TextureName = ref.dllFuncs.GL_TextureName; + gRenderAPI.GL_TextureData = ref.dllFuncs.GL_TextureData; + gRenderAPI.GL_LoadTexture = ref.dllFuncs.GL_LoadTexture; + gRenderAPI.GL_CreateTexture = ref.dllFuncs.GL_CreateTexture; + gRenderAPI.GL_LoadTextureArray = ref.dllFuncs.GL_LoadTextureArray; + gRenderAPI.GL_CreateTextureArray = ref.dllFuncs.GL_CreateTextureArray; + gRenderAPI.GL_FreeTexture = ref.dllFuncs.GL_FreeTexture; + gRenderAPI.DrawSingleDecal = ref.dllFuncs.DrawSingleDecal; + gRenderAPI.R_DecalSetupVerts = ref.dllFuncs.R_DecalSetupVerts; + gRenderAPI.R_EntityRemoveDecals = ref.dllFuncs.R_EntityRemoveDecals; + gRenderAPI.AVI_UploadRawFrame = ref.dllFuncs.AVI_UploadRawFrame; + gRenderAPI.GL_Bind = ref.dllFuncs.GL_Bind; + gRenderAPI.GL_SelectTexture = ref.dllFuncs.GL_SelectTexture; + gRenderAPI.GL_LoadTextureMatrix = ref.dllFuncs.GL_LoadTextureMatrix; + gRenderAPI.GL_TexMatrixIdentity = ref.dllFuncs.GL_TexMatrixIdentity; + gRenderAPI.GL_CleanUpTextureUnits = ref.dllFuncs.GL_CleanUpTextureUnits; + gRenderAPI.GL_TexGen = ref.dllFuncs.GL_TexGen; + gRenderAPI.GL_TextureTarget = ref.dllFuncs.GL_TextureTarget; + gRenderAPI.GL_TexCoordArrayMode = ref.dllFuncs.GL_TexCoordArrayMode; + gRenderAPI.GL_GetProcAddress = GL_GetProcAddress; + gRenderAPI.GL_UpdateTexSize = ref.dllFuncs.GL_UpdateTexSize; + gRenderAPI.GL_DrawParticles = ref.dllFuncs.GL_DrawParticles; + gRenderAPI.LightVec = ref.dllFuncs.LightVec; + gRenderAPI.StudioGetTexture = ref.dllFuncs.StudioGetTexture; + + if( clgame.dllFuncs.pfnGetRenderInterface ) { if( clgame.dllFuncs.pfnGetRenderInterface( CL_RENDER_INTERFACE_VERSION, &gRenderAPI, &clgame.drawFuncs ))