#define MATERIALFLAG_ALPHAGEN_VERTEX 0x08000000
// use occlusion buffer for corona
#define MATERIALFLAG_OCCLUDE 0x10000000
+// use vertex color instead of lighting (e.g. particles and other glowy stuff), use with MATERIALFLAG_FULLBRIGHT
+#define MATERIALFLAG_VERTEXCOLOR 0x20000000
// combined mask of all attributes that require depth sorted rendering
#define MATERIALFLAGMASK_DEPTHSORTED (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)
// combined mask of all attributes that cause some sort of transparency
mvertex_t *points;
vec3_t mins, maxs; // culling
mplane_t plane;
+ double tracetime; // refreshed to realtime by traceline tests
}
mportal_t;