#include "r_lerpanim.h"
extern cvar_t r_render;
+extern cvar_t r_renderview;
extern cvar_t r_waterwarp;
extern cvar_t r_textureunits;
extern cvar_t gl_polyblend;
extern cvar_t gl_dither;
+extern cvar_t cl_deathfade;
+
extern cvar_t r_smoothnormals_areaweighting;
extern cvar_t r_test;
// colormapping state from entity (these are black if colormapping is off)
vec3_t colormap_pantscolor;
vec3_t colormap_shirtcolor;
+ // special coloring of glow textures
+ vec3_t glowmod;
// view location in model space
vec3_t modelorg; // TODO: rename this
// polygon offset data for submodels
// conflicts with lightmap/deluxemap
GL20TU_ATTENUATION = 9,
GL20TU_CUBE = 10,
+ GL20TU_SHADOWMAPRECT = 11,
+ GL20TU_SHADOWMAPCUBE = 11,
+ GL20TU_SHADOWMAP2D = 11,
+ GL20TU_CUBEPROJECTION = 12
}
gl20_texunit;
void R_SetupGenericShader(qboolean usetexture);
void R_SetupGenericTwoTextureShader(int texturemode);
void R_SetupDepthOrShadowShader(void);
+void R_SetupShowDepthShader(void);
void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass);
typedef struct r_waterstate_waterplane_s