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@ -294,7 +294,6 @@ void GL_CleanUpTextureUnits( int last ); |
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void GL_Bind( GLint tmu, GLenum texnum ); |
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void GL_Bind( GLint tmu, GLenum texnum ); |
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void GL_MultiTexCoord2f( GLenum texture, GLfloat s, GLfloat t ); |
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void GL_MultiTexCoord2f( GLenum texture, GLfloat s, GLfloat t ); |
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void GL_SetTexCoordArrayMode( GLenum mode ); |
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void GL_SetTexCoordArrayMode( GLenum mode ); |
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void GL_LoadTexMatrix( const matrix4x4 m ); |
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void GL_LoadTexMatrixExt( const float *glmatrix ); |
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void GL_LoadTexMatrixExt( const float *glmatrix ); |
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void GL_LoadMatrix( const matrix4x4 source ); |
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void GL_LoadMatrix( const matrix4x4 source ); |
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void GL_TexGen( GLenum coord, GLenum mode ); |
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void GL_TexGen( GLenum coord, GLenum mode ); |
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@ -319,7 +318,6 @@ qboolean R_BeamCull( const vec3_t start, const vec3_t end, qboolean pvsOnly ); |
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//
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//
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int R_CullModel( cl_entity_t *e, const vec3_t absmin, const vec3_t absmax ); |
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int R_CullModel( cl_entity_t *e, const vec3_t absmin, const vec3_t absmax ); |
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qboolean R_CullBox( const vec3_t mins, const vec3_t maxs ); |
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qboolean R_CullBox( const vec3_t mins, const vec3_t maxs ); |
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qboolean R_CullSphere( const vec3_t centre, const float radius ); |
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int R_CullSurface( msurface_t *surf, gl_frustum_t *frustum, uint clipflags ); |
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int R_CullSurface( msurface_t *surf, gl_frustum_t *frustum, uint clipflags ); |
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//
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//
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@ -368,7 +366,6 @@ void R_InitDlightTexture( void ); |
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void R_TextureList_f( void ); |
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void R_TextureList_f( void ); |
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void R_InitImages( void ); |
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void R_InitImages( void ); |
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void R_ShutdownImages( void ); |
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void R_ShutdownImages( void ); |
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int GL_TexMemory( void ); |
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//
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//
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// gl_rlight.c
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// gl_rlight.c
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@ -381,7 +378,6 @@ void R_MarkLights( dlight_t *light, int bit, mnode_t *node ); |
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colorVec R_LightVec( const vec3_t start, const vec3_t end, vec3_t lightspot, vec3_t lightvec ); |
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colorVec R_LightVec( const vec3_t start, const vec3_t end, vec3_t lightspot, vec3_t lightvec ); |
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int R_CountSurfaceDlights( msurface_t *surf ); |
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int R_CountSurfaceDlights( msurface_t *surf ); |
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colorVec R_LightPoint( const vec3_t p0 ); |
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colorVec R_LightPoint( const vec3_t p0 ); |
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int R_CountDlights( void ); |
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//
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//
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// gl_rmain.c
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// gl_rmain.c
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@ -407,16 +403,9 @@ int CL_FxBlend( cl_entity_t *e ); |
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// gl_rmath.c
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// gl_rmath.c
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//
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//
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void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] ); |
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void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] ); |
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void Matrix4x4_FromArrayFloatGL( matrix4x4 out, const float in[16] ); |
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void Matrix4x4_Concat( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 ); |
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void Matrix4x4_Concat( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 ); |
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void Matrix4x4_ConcatTranslate( matrix4x4 out, float x, float y, float z ); |
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void Matrix4x4_ConcatTranslate( matrix4x4 out, float x, float y, float z ); |
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void Matrix4x4_ConcatRotate( matrix4x4 out, float angle, float x, float y, float z ); |
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void Matrix4x4_ConcatRotate( matrix4x4 out, float angle, float x, float y, float z ); |
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void Matrix4x4_ConcatScale( matrix4x4 out, float x ); |
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void Matrix4x4_ConcatScale3( matrix4x4 out, float x, float y, float z ); |
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void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z ); |
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void Matrix4x4_CreateRotate( matrix4x4 out, float angle, float x, float y, float z ); |
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void Matrix4x4_CreateScale( matrix4x4 out, float x ); |
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void Matrix4x4_CreateScale3( matrix4x4 out, float x, float y, float z ); |
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void Matrix4x4_CreateProjection(matrix4x4 out, float xMax, float xMin, float yMax, float yMin, float zNear, float zFar); |
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void Matrix4x4_CreateProjection(matrix4x4 out, float xMax, float xMin, float yMax, float yMin, float zNear, float zFar); |
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void Matrix4x4_CreateOrtho(matrix4x4 m, float xLeft, float xRight, float yBottom, float yTop, float zNear, float zFar); |
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void Matrix4x4_CreateOrtho(matrix4x4 m, float xLeft, float xRight, float yBottom, float yTop, float zNear, float zFar); |
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void Matrix4x4_CreateModelview( matrix4x4 out ); |
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void Matrix4x4_CreateModelview( matrix4x4 out ); |
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@ -467,9 +456,7 @@ void R_DrawSpriteModel( cl_entity_t *e ); |
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// gl_studio.c
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// gl_studio.c
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//
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//
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void R_StudioInit( void ); |
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void R_StudioInit( void ); |
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void Mod_LoadStudioModel( model_t *mod, const void *buffer, qboolean *loaded ); |
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void R_StudioLerpMovement( cl_entity_t *e, double time, vec3_t origin, vec3_t angles ); |
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void R_StudioLerpMovement( cl_entity_t *e, double time, vec3_t origin, vec3_t angles ); |
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float CL_GetSequenceDuration( cl_entity_t *ent, int sequence ); |
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struct mstudiotex_s *R_StudioGetTexture( cl_entity_t *e ); |
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struct mstudiotex_s *R_StudioGetTexture( cl_entity_t *e ); |
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int R_GetEntityRenderMode( cl_entity_t *ent ); |
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int R_GetEntityRenderMode( cl_entity_t *ent ); |
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void R_DrawStudioModel( cl_entity_t *e ); |
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void R_DrawStudioModel( cl_entity_t *e ); |
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