void R_InitParticles (void);
-void gl_misc_start()
+void gl_misc_start(void)
{
}
-void gl_misc_shutdown()
+void gl_misc_shutdown(void)
{
}
-void gl_misc_newmap()
+void gl_misc_newmap(void)
{
}
R_RegisterModule("GL_Misc", gl_misc_start, gl_misc_shutdown, gl_misc_newmap);
}
-void R_ClearParticles (void);
-void GL_BuildLightmaps (void);
+extern void R_ClearParticles (void);
+extern void GL_BuildLightmaps (void);
/*
===============
R_NewMap
===============
*/
-void SHOWLMP_clear();
void R_NewMap (void)
{
int i;
r_worldentity.render.model = cl.worldmodel;
currententity = &r_worldentity;
-// clear out efrags in case the level hasn't been reloaded
-// FIXME: is this one short?
-// for (i=0 ; i<cl.worldmodel->numleafs ; i++)
-// cl.worldmodel->leafs[i].efrags = NULL;
-
r_viewleaf = NULL;
R_Modules_NewMap();
GL_BuildLightmaps ();
- // identify sky texture
- skytexturenum = -1;
- for (i=0 ; i<cl.worldmodel->numtextures ; i++)
- {
- if (!cl.worldmodel->textures[i])
- continue;
- if (!strncmp(cl.worldmodel->textures[i]->name,"sky",3) )
- skytexturenum = i;
- }
SHOWLMP_clear();
}
float start, stop, time;
intimerefresh = 1;
- start = Sys_FloatTime ();
+ start = Sys_DoubleTime ();
for (i = 0;i < 128;i++)
{
r_refdef.viewangles[0] = 0;
SCR_UpdateScreen();
}
- stop = Sys_FloatTime ();
+ stop = Sys_DoubleTime ();
intimerefresh = 0;
time = stop-start;
Con_Printf ("%f seconds (%f fps)\n", time, 128/time);