cvar_t r_glsl_vertextextureblend_usebothalphas = {CF_CLIENT | CF_ARCHIVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
+// FIXME: This cvar would grow to a ridiculous size after several launches and clean exits when used during surface sorting.
cvar_t r_framedatasize = {CF_CLIENT | CF_ARCHIVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
{
r_texture_numcubemaps = 0;
//r_texture_fogintensity = NULL;
memset(&r_fb, 0, sizeof(r_fb));
- R_GLSL_Restart_f(cmd_client);
+ R_GLSL_Restart_f(cmd_local);
r_glsl_permutation = NULL;
memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
R_Particles_Init();
R_Explosion_Init();
R_LightningBeams_Init();
+ CL_MeshEntities_Init();
Mod_RenderInit();
}
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
if(R_CompileShader_CheckStaticParms())
- R_GLSL_Restart_f(cmd_client);
+ R_GLSL_Restart_f(cmd_local);
if (!r_drawentities.integer)
r_refdef.scene.numentities = 0;
for (i = 0; i < prog->num_edicts; i++)
{
edict = PRVM_EDICT_NUM(i);
- if (edict->priv.server->free)
+ if (edict->free)
continue;
// exclude the following for now, as they don't live in world coordinate space and can't be solid:
if (PRVM_gameedictedict(edict, tag_entity) != 0)