extern cvar_t r_shadow_debuglight;
extern cvar_t r_shadow_bumpscale_bumpmap;
extern cvar_t r_shadow_bumpscale_basetexture;
+extern cvar_t r_shadow_shadows;
void R_Shadow_Init(void);
void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance);
void R_Shadow_Stage_LightWithShadows(void);
void R_Shadow_Stage_LightWithoutShadows(void);
void R_Shadow_Stage_End(void);
-//int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius);
int R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
typedef struct worldlight_s
struct worldlight_s *next;
msurface_t **surfaces;
int numsurfaces;
- mleaf_t **leafs;
- int numleafs;
rtexture_t *cubemap;
int style;
shadowmesh_t *shadowvolume;