5 #define MAX_TEXTUREUNITS 8
7 extern int c_meshtris, c_meshs, c_transtris, c_transmeshs;
11 //input to R_Mesh_Draw_GetBuffer
13 int depthwrite; // force depth writing enabled even if polygon is not opaque
14 int depthdisable; // disable depth read/write entirely
19 int tex[MAX_TEXTUREUNITS];
20 int texrgbscale[MAX_TEXTUREUNITS]; // used only if COMBINE is present
21 // model to world transform matrix
29 float *texcoords[MAX_TEXTUREUNITS];
33 // adds console variables and registers the render module (only call from GL_Init)
34 void gl_backend_init(void);
36 // starts mesh rendering for the frame
37 void R_Mesh_Start(float farclip);
39 // ends mesh rendering for the frame
40 // (only valid after R_Mesh_Start)
41 void R_Mesh_Finish(void);
43 // clears depth buffer, used for masked sky rendering
44 // (only valid between R_Mesh_Start and R_Mesh_Finish)
45 void R_Mesh_ClearDepth(void);
47 // renders current batch of meshs
48 // (only valid between R_Mesh_Start and R_Mesh_Finish)
49 void R_Mesh_Render(void);
51 // renders the queued transparent meshs
52 // (only valid between R_Mesh_Start and R_Mesh_Finish)
53 void R_Mesh_AddTransparent(void);
55 // allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
56 // (it is up to the caller to fill in the geometry data)
57 // (make sure you scale your colors by the colorscale field)
58 // (only valid between R_Mesh_Start and R_Mesh_Finish)
59 int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m, int wantoverbright);
61 // saves a section of the rendered frame to a .tga file
62 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height);
63 // used by R_Envmap_f and internally in backend, clears the frame
64 void R_ClearScreen(void);
65 // invoke refresh of frame
66 void SCR_UpdateScreen (void);