==============================================================================
*/
-#define Q3PATHLENGTH 64
//
#define MATERIALFLAG_VERTEXTEXTUREBLEND 32768
// disables GL_CULL_FACE on this texture (making it double sided)
#define MATERIALFLAG_NOCULLFACE 65536
+// render with a very short depth range (like 10% of normal), this causes entities to appear infront of most of the scene
+#define MATERIALFLAG_SHORTDEPTHRANGE 131072
+// render refraction and reflection (note: this is always opaque, the shader does the alpha effect)
+#define MATERIALFLAG_WATERSHADER 262144
+// render reflection only
+#define MATERIALFLAG_REFLECTION 524288
// combined mask of all attributes that require depth sorted rendering
#define MATERIALFLAGMASK_DEPTHSORTED (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)
}
mleaf_t;
+typedef struct mclipnode_s
+{
+ int planenum;
+ int children[2]; // negative numbers are contents
+} mclipnode_t;
+
typedef struct hull_s
{
- dclipnode_t *clipnodes;
+ mclipnode_t *clipnodes;
mplane_t *planes;
int firstclipnode;
int lastclipnode;
#define Q3SURFACEPARM_LIGHTGRID 1073741824
#define Q3SURFACEPARM_ANTIPORTAL 2147483648u
-// various flags from shaders, used for special effects not otherwise classified
-#define Q3TEXTUREFLAG_TWOSIDED 1
-#define Q3TEXTUREFLAG_AUTOSPRITE 2
-#define Q3TEXTUREFLAG_AUTOSPRITE2 4
-#define Q3TEXTUREFLAG_NOPICMIP 16
-
typedef struct q3mbrush_s
{
struct colbrushf_s *colbrushf;