extern cvar_t r_smoothnormals_areaweighting;
+extern cvar_t r_test;
+
#include "gl_backend.h"
#include "r_light.h"
// r_stain
void R_Stain(const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2);
-void R_DrawWorldCrosshair(void);
-void R_Draw2DCrosshair(void);
-
void R_CalcBeam_Vertex3f(float *vert, const vec3_t org1, const vec3_t org2, float width);
void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca);
int loc_DiffuseScale;
int loc_SpecularScale;
int loc_SpecularPower;
+ int loc_GlowScale;
+ int loc_SceneBrightness;
int loc_OffsetMapping_Scale;
int loc_AmbientColor;
int loc_DiffuseColor;