/// culling
vec3_t cullmins;
vec3_t cullmaxs;
- // culling
- //vec_t cullradius;
- // squared cullradius
- //vec_t cullradius2;
+ /// when r_shadow_culllights_trace is set, this is refreshed by each successful trace.
+ double trace_timer;
// rendering properties, updated each time a light is rendered
// this is rtlight->color * d_lightstylevalue
// warpzone prediction hack (CSQC builtin)
void CL_RotateMoves(const matrix4x4_t *m);
+typedef enum meshname_e {
+ MESH_DEBUG,
+ MESH_CSQCPOLYGONS,
+ MESH_PARTICLES,
+ MESH_UI,
+ NUM_MESHENTITIES,
+} meshname_t;
+extern entity_t cl_meshentities[NUM_MESHENTITIES];
+extern dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
+extern const char *cl_meshentitynames[NUM_MESHENTITIES];
+#define CL_Mesh_Debug() (&cl_meshentitymodels[MESH_DEBUG])
+#define CL_Mesh_CSQC() (&cl_meshentitymodels[MESH_CSQCPOLYGONS])
+#define CL_Mesh_Particles() (&cl_meshentitymodels[MESH_PARTICLES])
+#define CL_Mesh_UI() (&cl_meshentitymodels[MESH_UI])
+void CL_MeshEntities_AddToScene(void);
+void CL_MeshEntities_Reset(void);
+
void CL_NewFrameReceived(int num);
void CL_ParseEntityLump(char *entitystring);
void CL_FindNonSolidLocation(const vec3_t in, vec3_t out, vec_t radius);
void CL_RelinkLightFlashes(void);
+void CL_Beam_AddPolygons(const beam_t *b);
void Sbar_ShowFPS(void);
void Sbar_ShowFPS_Update(void);
void Host_SaveConfig(void);