#define RENDER_EXTERIORMODEL 8
#define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
#define RENDER_COLORMAPPED 32
+#define RENDER_NOCULL 64 // do not cull this entity with r_cullentities
+
#define RENDER_SHADOW 65536 // cast shadow
#define RENDER_LIGHT 131072 // receive light
#define RENDER_NOSELFSHADOW 262144 // render lighting on this entity before its own shadow is added to the scene
// (note: all RENDER_NOSELFSHADOW entities are grouped together and rendered in a batch before their shadows are rendered, so they can not shadow eachother either)
+#define RENDER_EQUALIZE 524288 // (subflag of RENDER_LIGHT) equalize the light from the light grid hitting this ent (less invasive EF_FULLBRIGHT implementation)
+#define RENDER_NODEPTHTEST 1048576
+#define RENDER_ADDITIVE 2097152
+#define RENDER_DOUBLESIDED 4194304
typedef enum entity_state_active_e
{
unsigned char internaleffects; // INTEF_FLAG1QW and so on
unsigned char tagindex;
unsigned char colormod[3];
+ unsigned char glowmod[3];
// padding to a multiple of 8 bytes (to align the double time)
- unsigned char unused[5];
+ unsigned char unused[2];
}
entity_state_t;
// bits >= (1<<24)
#define E5_EXTEND3 (1<<23)
-// unused
-#define E5_UNUSED24 (1<<24)
+// byte[3] = s->glowmod[0], s->glowmod[1], s->glowmod[2]
+#define E5_GLOWMOD (1<<24)
// unused
#define E5_UNUSED25 (1<<25)
// unused