// sky stuff
extern cvar_t r_sky;
+extern cvar_t r_skyscroll1;
+extern cvar_t r_skyscroll2;
extern int skyrendernow, skyrendermasked;
extern int R_SetSkyBox(const char *sky);
extern void R_SkyStartFrame(void);
extern void R_Sky(void);
-extern void R_ResetQuakeSky(void);
extern void R_ResetSkyBox(void);
// SHOWLMP stuff (Nehahra)
// lighting stuff
extern cvar_t r_ambient;
-// model rendering stuff
-extern float *aliasvert;
-extern float *aliasvertnorm;
-extern float *aliasvertcolor;
-
// vis stuff
extern cvar_t r_novis;
extern mplane_t frustum[4];
extern int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
+// brightness of world lightmaps and related lighting
+// (often reduced when world rtlights are enabled)
+extern float r_lightmapintensity;
+// whether to draw world lights realtime, dlights realtime, and their shadows
+extern qboolean r_rtworld;
+extern qboolean r_rtworldshadows;
+extern qboolean r_rtdlight;
+extern qboolean r_rtdlightshadows;
+
// forces all rendering to draw triangle outlines
extern cvar_t r_showtris;
extern int r_showtrispass;
#define gl_solid_format 3
#define gl_alpha_format 4
-//#define PARANOID 1
-
int R_CullBox(const vec3_t mins, const vec3_t maxs);
#define VIS_CullBox(mins,maxs) (R_CullBox((mins), (maxs)) || (cl.worldmodel && cl.worldmodel->brush.BoxTouchingPVS && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, r_pvsbits, (mins), (maxs))))