void GL_BlendFunc(int blendfunc1, int blendfunc2);
void GL_DepthMask(int state);
void GL_DepthTest(int state);
+void GL_AlphaTest(int state);
void GL_ColorMask(int r, int g, int b, int a);
void GL_Color(float cr, float cg, float cb, float ca);
-void GL_ShowTrisColor(float cr, float cg, float cb, float ca);
void GL_TransformToScreen(const vec4_t in, vec4_t out);
void GL_LockArrays(int first, int count);
void GL_ActiveTexture(unsigned int num);
extern cvar_t gl_paranoid;
extern cvar_t gl_printcheckerror;
-//input to R_Mesh_State
+//input to R_Mesh_TextureState
typedef struct rmeshstate_s
{
// textures
// pointers
const float *pointer_texcoord[MAX_TEXTUREUNITS]; // 2D
const float *pointer_texcoord3f[MAX_TEXTUREUNITS]; // 3D
-
- // other state set by this
- const float *pointer_vertex;
- const float *pointer_color;
}
rmeshstate_t;
void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix);
// sets the combine state for a texenv unit
void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale);
-// set up the requested entire rendering state
-void R_Mesh_State(const rmeshstate_t *m);
+// set up the requested texture state
+void R_Mesh_TextureState(const rmeshstate_t *m);
+// set up a blank texture state (faster/easier specialized version of R_Mesh_TextureState)
+void R_Mesh_ResetTextureState(void);
// renders a mesh
void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements);