#ifndef RENDER_H
#define RENDER_H
+extern qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3];
+
extern matrix4x4_t r_identitymatrix;
// 1.0f / N table
// detail texture stuff
extern cvar_t r_detailtextures;
+extern cvar_t r_lerpsprites;
+extern cvar_t r_lerpmodels;
+extern cvar_t r_waterscroll;
+
// useful functions for rendering
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b);
void R_FillColors(float *out, int verts, float r, float g, float b, float a);
//#define PARANOID 1
int R_CullBox(const vec3_t mins, const vec3_t maxs);
-int PVS_CullBox(const vec3_t mins, const vec3_t maxs);
-int R_CullSphere(const vec3_t origin, vec_t radius);
-int PVS_CullSphere(const vec3_t origin, vec_t radius);
extern qboolean fogenabled;
extern vec3_t fogcolor;
void R_TimeReport_End(void);
// 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_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_DrawSpriteMesh(const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2);
+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, 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);
#endif