2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
24 entity_t r_worldentity;
26 qboolean r_cache_thrash; // compatability
28 vec3_t modelorg, r_entorigin;
29 entity_t *currententity;
31 int r_framecount; // used for dlight push checking
35 int c_brush_polys, c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
37 qboolean envmap; // true during envmap command capture
39 // LordHavoc: moved all code related to particles into r_part.c
40 //int particletexture; // little dot for particles
41 //int playertextures; // up to 16 color translated skins
51 float r_world_matrix[16];
52 float r_base_world_matrix[16];
59 mleaf_t *r_viewleaf, *r_oldviewleaf;
61 unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value
64 void R_MarkLeaves (void);
66 //cvar_t r_norefresh = {"r_norefresh","0"};
67 cvar_t r_drawentities = {"r_drawentities","1"};
68 cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
69 cvar_t r_speeds = {"r_speeds","0"};
70 cvar_t r_speeds2 = {"r_speeds2","0"};
71 cvar_t r_fullbright = {"r_fullbright","0"};
72 //cvar_t r_lightmap = {"r_lightmap","0"};
73 cvar_t r_wateralpha = {"r_wateralpha","1"};
74 cvar_t r_dynamic = {"r_dynamic","1"};
75 cvar_t r_waterripple = {"r_waterripple","0"};
76 cvar_t r_fullbrights = {"r_fullbrights", "1"};
78 cvar_t gl_lightmode = {"gl_lightmode", "1", true}; // LordHavoc: overbright lighting
79 //cvar_t r_dynamicbothsides = {"r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right...
80 cvar_t r_farclip = {"r_farclip", "6144"};
82 cvar_t gl_fogenable = {"gl_fogenable", "0"};
83 cvar_t gl_fogdensity = {"gl_fogdensity", "0.25"};
84 cvar_t gl_fogred = {"gl_fogred","0.3"};
85 cvar_t gl_foggreen = {"gl_foggreen","0.3"};
86 cvar_t gl_fogblue = {"gl_fogblue","0.3"};
87 cvar_t gl_fogstart = {"gl_fogstart", "0"};
88 cvar_t gl_fogend = {"gl_fogend","0"};
89 cvar_t glfog = {"glfog", "0"};
91 int R_VisibleCullBox (vec3_t mins, vec3_t maxs)
94 mnode_t *nodestack[8192], *node;
97 if (R_CullBox(mins, maxs))
100 node = cl.worldmodel->nodes;
102 if (node->contents < 0)
104 if (((mleaf_t *)node)->visframe == r_framecount)
108 node = nodestack[--stack];
112 sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane);
114 // recurse down the contacted sides
119 // put second child on the stack for later examination
120 nodestack[stack++] = node->children[1];
121 node = node->children[0];
126 node = node->children[0];
131 node = node->children[1];
139 float fog_density, fog_red, fog_green, fog_blue;
141 qboolean oldgl_fogenable;
142 void FOG_framebegin(void)
146 // if (!Nehahrademcompatibility)
147 // gl_fogenable.value = 0;
148 if (gl_fogenable.value)
150 oldgl_fogenable = true;
151 fog_density = gl_fogdensity.value;
152 fog_red = gl_fogred.value;
153 fog_green = gl_foggreen.value;
154 fog_blue = gl_fogblue.value;
156 else if (oldgl_fogenable)
158 oldgl_fogenable = false;
167 fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f);
168 fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
169 fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f);
183 // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
184 //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
187 colors[1] = fog_green;
188 colors[2] = fog_blue;
197 glFogi (GL_FOG_MODE, GL_EXP2);
198 glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100);
199 glFogfv (GL_FOG_COLOR, colors);
210 fogdensity = -4000.0f / (fog_density * fog_density);
211 // fog color was already set
218 void FOG_frameend(void)
228 Cvar_Set("gl_fogenable", "0");
229 Cvar_Set("gl_fogdensity", "0.2");
230 Cvar_Set("gl_fogred", "0.3");
231 Cvar_Set("gl_foggreen", "0.3");
232 Cvar_Set("gl_fogblue", "0.3");
234 fog_density = fog_red = fog_green = fog_blue = 0.0f;
237 void FOG_registercvars(void)
239 Cvar_RegisterVariable (&glfog);
242 Cvar_RegisterVariable (&gl_fogenable);
243 Cvar_RegisterVariable (&gl_fogdensity);
244 Cvar_RegisterVariable (&gl_fogred);
245 Cvar_RegisterVariable (&gl_foggreen);
246 Cvar_RegisterVariable (&gl_fogblue);
247 Cvar_RegisterVariable (&gl_fogstart);
248 Cvar_RegisterVariable (&gl_fogend);
252 void gl_main_start(void)
256 void gl_main_shutdown(void)
260 void gl_main_newmap(void)
264 void GL_Main_Init(void)
267 Cvar_RegisterVariable (&r_drawentities);
268 Cvar_RegisterVariable (&r_drawviewmodel);
269 Cvar_RegisterVariable (&r_speeds);
270 Cvar_RegisterVariable (&r_speeds2);
271 Cvar_RegisterVariable (&gl_lightmode);
272 // Cvar_RegisterVariable (&r_dynamicwater);
273 // Cvar_RegisterVariable (&r_dynamicbothsides);
274 Cvar_RegisterVariable (&r_fullbrights);
275 Cvar_RegisterVariable (&r_wateralpha);
276 Cvar_RegisterVariable (&r_dynamic);
277 Cvar_RegisterVariable (&r_waterripple); // LordHavoc: added waterripple
279 Cvar_SetValue("r_fullbrights", 0);
280 // if (gl_vendor && strstr(gl_vendor, "3Dfx"))
281 // gl_lightmode.value = 0;
282 Cvar_RegisterVariable (&r_fullbright);
283 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
286 extern void GL_Draw_Init(void);
287 extern void GL_Main_Init(void);
288 extern void GL_Models_Init(void);
289 extern void GL_Poly_Init(void);
290 extern void GL_Surf_Init(void);
291 extern void GL_Screen_Init(void);
292 extern void GL_Misc_Init(void);
293 extern void R_Crosshairs_Init(void);
294 extern void R_Light_Init(void);
295 extern void R_Particles_Init(void);
296 extern void R_Explosion_Init(void);
297 extern void CL_Effects_Init(void);
299 void Render_Init(void)
301 R_Modules_Shutdown();
323 extern char *ENGINE_EXTENSIONS;
326 gl_vendor = glGetString (GL_VENDOR);
327 Con_Printf ("GL_VENDOR: %s\n", gl_vendor);
328 gl_renderer = glGetString (GL_RENDERER);
329 Con_Printf ("GL_RENDERER: %s\n", gl_renderer);
331 gl_version = glGetString (GL_VERSION);
332 Con_Printf ("GL_VERSION: %s\n", gl_version);
333 gl_extensions = glGetString (GL_EXTENSIONS);
334 Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);
336 // Con_Printf ("%s %s\n", gl_renderer, gl_version);
338 VID_CheckMultitexture();
341 // LordHavoc: report supported extensions
342 Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
344 glCullFace(GL_FRONT);
345 glEnable(GL_TEXTURE_2D);
346 // glDisable(GL_ALPHA_TEST);
347 glAlphaFunc(GL_GREATER, 0.5);
349 // glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
354 void R_RotateForEntity (entity_t *e)
356 glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
358 glRotatef (e->angles[1], 0, 0, 1);
359 glRotatef (-e->angles[0], 0, 1, 0);
360 glRotatef (e->angles[2], 1, 0, 0);
362 glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
366 // LordHavoc: shading stuff
372 //==================================================================================
374 void R_DrawBrushModel (entity_t *e);
375 void R_DrawSpriteModel (entity_t *e, frameblend_t *blend);
377 void R_LerpUpdate(entity_t *ent)
380 frame = ent->render.frame;
381 if (ent->render.model && ent->render.frame >= ent->render.model->numframes)
383 Con_Printf("R_LerpUpdate: no such frame%6i in \"%s\"\n", ent->render.frame, ent->render.model->name);
387 if (ent->render.lerp_model != ent->render.model)
389 // reset all interpolation information
390 ent->render.lerp_model = ent->render.model;
391 ent->render.frame1 = ent->render.frame2 = frame;
392 ent->render.frame1start = ent->render.frame2start = cl.time;
393 ent->render.framelerp = 1;
394 ent->render.lerp_starttime = 0;
396 else if (ent->render.frame2 != frame)
398 // transition to new frame
399 ent->render.frame1 = ent->render.frame2;
400 ent->render.frame1start = ent->render.frame2start;
401 ent->render.frame2 = frame;
402 ent->render.frame2start = cl.time;
403 ent->render.framelerp = 0;
404 ent->render.lerp_starttime = cl.time;
408 // lerp_starttime < 0 is used to prevent changing of framelerp
409 if (ent->render.lerp_starttime >= 0)
412 ent->render.framelerp = (cl.time - ent->render.lerp_starttime) * 10;
413 ent->render.framelerp = bound(0, ent->render.framelerp, 1);
419 void R_PrepareEntities (void)
424 // this updates entities that are supposed to be view relative
425 for (i = 0;i < cl_numvisedicts;i++)
427 ent = cl_visedicts[i];
429 if (ent->render.flags & RENDER_VIEWMODEL)
431 // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
432 ent->render.flags -= RENDER_VIEWMODEL;
434 VectorCopy(ent->render.origin, v);
435 ent->render.origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
436 ent->render.origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
437 ent->render.origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
439 VectorAdd(ent->render.angles, r_refdef.viewangles, ent->render.angles);
449 // LordHavoc: split so bmodels are rendered before any other objects
450 void R_DrawEntitiesOnList1 (void)
454 if (!r_drawentities.value)
457 for (i = 0;i < cl_numvisedicts;i++)
459 if (cl_visedicts[i]->render.model->type != mod_brush)
461 currententity = cl_visedicts[i];
462 modelalpha = currententity->render.alpha;
464 R_DrawBrushModel (currententity);
468 void R_DrawEntitiesOnList2 (void)
471 frameblend_t blend[4];
473 if (!r_drawentities.value)
476 for (i = 0;i < cl_numvisedicts;i++)
478 currententity = cl_visedicts[i];
479 modelalpha = currententity->render.alpha;
481 switch (currententity->render.model->type)
484 R_LerpUpdate(currententity);
485 R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
486 R_DrawAliasModel (currententity, true, modelalpha, currententity->render.model, blend, currententity->render.skinnum, currententity->render.origin, currententity->render.angles, currententity->render.scale, currententity->render.effects, currententity->render.model->flags, currententity->render.colormap);
490 R_LerpUpdate(currententity);
491 R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
492 R_DrawSpriteModel (currententity, blend);
506 void R_DrawViewModel (void)
508 frameblend_t blend[4];
510 if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
513 currententity = &cl.viewent;
514 currententity->render.alpha = modelalpha = cl_entities[cl.viewentity].render.alpha; // LordHavoc: if the player is transparent, so is the gun
515 currententity->render.effects = cl_entities[cl.viewentity].render.effects;
516 currententity->render.scale = 1;
517 VectorCopy(cl_entities[cl.viewentity].render.colormod, currententity->render.colormod);
519 R_LerpUpdate(currententity);
520 R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
522 // hack the depth range to prevent view model from poking into walls
523 glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
524 R_DrawAliasModel (currententity, false, modelalpha, currententity->render.model, blend, currententity->render.skinnum, currententity->render.origin, currententity->render.angles, currententity->render.scale, currententity->render.effects, currententity->render.model->flags, currententity->render.colormap);
525 glDepthRange (gldepthmin, gldepthmax);
528 void R_DrawBrushModel (entity_t *e);
530 void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
532 void R_SetFrustum (void)
536 if (r_refdef.fov_x == 90)
538 // front side is visible
540 VectorAdd (vpn, vright, frustum[0].normal);
541 VectorSubtract (vpn, vright, frustum[1].normal);
543 VectorAdd (vpn, vup, frustum[2].normal);
544 VectorSubtract (vpn, vup, frustum[3].normal);
548 // rotate VPN right by FOV_X/2 degrees
549 RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
550 // rotate VPN left by FOV_X/2 degrees
551 RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
552 // rotate VPN up by FOV_X/2 degrees
553 RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
554 // rotate VPN down by FOV_X/2 degrees
555 RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
558 for (i=0 ; i<4 ; i++)
560 frustum[i].type = PLANE_ANYZ;
561 frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
562 // frustum[i].signbits = SignbitsForPlane (&frustum[i]);
563 BoxOnPlaneSideClassify(&frustum[i]);
567 void R_AnimateLight (void);
568 void V_CalcBlend (void);
575 void R_SetupFrame (void)
577 // don't allow cheats in multiplayer
578 if (cl.maxclients > 1)
580 Cvar_Set ("r_fullbright", "0");
581 Cvar_Set ("r_ambient", "0");
586 // build the transformation matrix for the given view angles
587 VectorCopy (r_refdef.vieworg, r_origin);
589 AngleVectors (r_refdef.viewangles, vpn, vright, vup);
592 r_oldviewleaf = r_viewleaf;
593 r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
595 V_SetContentsColor (r_viewleaf->contents);
598 r_cache_thrash = false;
616 void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
618 GLdouble xmin, xmax, ymin, ymax;
620 ymax = zNear * tan( fovy * M_PI / 360.0 );
623 xmin = ymin * aspect;
624 xmax = ymax * aspect;
626 glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
635 void R_SetupGL (void)
638 int x, x2, y2, y, w, h;
645 glMatrixMode(GL_PROJECTION);
647 x = r_refdef.vrect.x * glwidth/vid.width;
648 x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
649 y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
650 y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
652 // fudge around because of frac screen scale
671 glViewport (glx + x, gly + y2, w, h);
672 screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
673 // yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
674 MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_farclip.value);
676 glCullFace(GL_FRONT);
678 glMatrixMode(GL_MODELVIEW);
681 glRotatef (-90, 1, 0, 0); // put Z going up
682 glRotatef (90, 0, 0, 1); // put Z going up
683 glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
684 glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
685 glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
686 glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
688 glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
693 // if (gl_cull.value)
694 glEnable(GL_CULL_FACE);
696 // glDisable(GL_CULL_FACE);
698 glEnable(GL_BLEND); // was Disable
699 glDisable(GL_ALPHA_TEST);
700 glAlphaFunc(GL_GREATER, 0.5);
701 glEnable(GL_DEPTH_TEST);
703 glShadeModel(GL_SMOOTH);
715 // glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
718 glDepthFunc (GL_LEQUAL);
720 glDepthRange (gldepthmin, gldepthmax);
723 // LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
724 void GL_Brighten(void)
728 glMatrixMode(GL_PROJECTION);
730 glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
731 glMatrixMode(GL_MODELVIEW);
733 glDisable (GL_DEPTH_TEST);
734 glDisable (GL_CULL_FACE);
735 glDisable(GL_TEXTURE_2D);
737 glBlendFunc (GL_DST_COLOR, GL_ONE);
738 glBegin (GL_TRIANGLES);
740 glVertex2f (-5000, -5000);
741 glVertex2f (10000, -5000);
742 glVertex2f (-5000, 10000);
744 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
746 glEnable(GL_TEXTURE_2D);
747 glEnable (GL_DEPTH_TEST);
748 glEnable (GL_CULL_FACE);
751 void GL_BlendView(void)
756 if (v_blend[3] < 0.01f)
759 glMatrixMode(GL_PROJECTION);
761 glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
762 glMatrixMode(GL_MODELVIEW);
764 glDisable (GL_DEPTH_TEST);
765 glDisable (GL_CULL_FACE);
766 glDisable(GL_TEXTURE_2D);
768 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
769 glBegin (GL_TRIANGLES);
771 glColor4f (v_blend[0] * 0.5f, v_blend[1] * 0.5f, v_blend[2] * 0.5f, v_blend[3]);
773 glColor4fv (v_blend);
774 glVertex2f (-5000, -5000);
775 glVertex2f (10000, -5000);
776 glVertex2f (-5000, 10000);
779 glEnable (GL_CULL_FACE);
780 glEnable (GL_DEPTH_TEST);
782 glEnable(GL_TEXTURE_2D);
785 #define TIMEREPORT(VAR) \
786 if (r_speeds2.value)\
788 temptime = currtime;\
789 currtime = Sys_DoubleTime();\
790 VAR = (int) ((currtime - temptime) * 1000000.0);\
799 r_refdef must be set before the first call
802 extern void R_Sky(void);
803 extern void UploadLightmaps(void);
804 char r_speeds2_string1[81], r_speeds2_string2[81], r_speeds2_string3[81], r_speeds2_string4[81], r_speeds2_string5[81], r_speeds2_string6[81], r_speeds2_string7[81];
805 void R_RenderView (void)
807 double starttime, currtime, temptime;
808 int time_clear, time_setup, time_world, time_bmodels, time_upload, time_sky, time_wall, time_models, time_moveparticles, time_drawparticles, time_moveexplosions, time_drawexplosions, time_drawdecals, time_transpoly, time_blend, time_total;
809 // if (r_norefresh.value)
812 if (!r_worldentity.render.model || !cl.worldmodel)
813 Host_Error ("R_RenderView: NULL worldmodel");
815 lighthalf = gl_lightmode.value;
820 starttime = currtime = Sys_DoubleTime();
822 starttime = currtime = 0;
824 TIMEREPORT(time_clear)
826 // render normal view
838 TIMEREPORT(time_setup)
841 TIMEREPORT(time_world)
842 R_DrawEntitiesOnList1 (); // BSP models
843 TIMEREPORT(time_bmodels)
846 TIMEREPORT(time_upload)
848 skypolyrender(); // fogged sky polys, affects depth
850 if (skyname[0] && currentskypoly && !fogenabled)
851 R_Sky(); // does not affect depth, draws over the sky polys
855 TIMEREPORT(time_wall)
858 TIMEREPORT(time_drawdecals)
860 if (!intimerefresh && !r_speeds2.value)
861 S_ExtraUpdate (); // don't let sound get messed up if going slow
863 R_DrawEntitiesOnList2 (); // other models
864 // R_RenderDlights ();
866 TIMEREPORT(time_models)
868 TIMEREPORT(time_moveparticles)
870 TIMEREPORT(time_drawparticles)
872 TIMEREPORT(time_moveexplosions)
874 TIMEREPORT(time_drawexplosions)
877 TIMEREPORT(time_transpoly)
882 TIMEREPORT(time_blend)
885 time_total = (int) ((Sys_DoubleTime() - starttime) * 1000000.0);
886 sprintf(r_speeds2_string1, "%6i walls %6i dlitwalls %7i modeltris %7i transpoly\n", c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly);
887 sprintf(r_speeds2_string2, "BSP: %6i faces %6i nodes %6i leafs\n", c_faces, c_nodes, c_leafs);
888 sprintf(r_speeds2_string3, "%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n", c_models, c_bmodels, c_sprites, c_particles, c_dlights);
889 sprintf(r_speeds2_string4, "%6ius clear %6ius setup %6ius world %6ius bmodel %6ius upload", time_clear, time_setup, time_world, time_bmodels, time_upload);
890 sprintf(r_speeds2_string5, "%6ius sky %6ius wall %6ius models %6ius mpart %6ius dpart ", time_sky, time_wall, time_models, time_moveparticles, time_drawparticles);
891 sprintf(r_speeds2_string6, "%6ius mexplo %6ius dexplo %6ius decals %6ius trans %6ius blend ", time_moveexplosions, time_drawexplosions, time_drawdecals, time_transpoly, time_blend);
892 sprintf(r_speeds2_string7, "%6ius permdl %6ius total ", time_models / max(c_models, 1), time_total);