extern float fog_density, fog_red, fog_green, fog_blue;
// sky stuff
+extern cvar_t r_sky;
+extern int skyrendernow, skyrendermasked;
extern int R_SetSkyBox(char* sky);
-extern cvar_t r_skyquality;
-// these are exposed because surface rendering uses them
-extern rtexture_t *solidskytexture;
-extern rtexture_t *alphaskytexture;
-extern int skyrendernow, skyrendermasked, skyrenderglquake;
extern void R_SkyStartFrame(void);
extern void R_Sky(void);
+extern void R_ResetQuakeSky(void);
+extern void R_ResetSkyBox(void);
// SHOWLMP stuff (Nehahra)
extern void SHOWLMP_decodehide(void);
// vis stuff
extern cvar_t r_novis;
+// detail texture stuff
+extern cvar_t r_detailtextures;
+
+// 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 TOP_RANGE 16 // soldier uniform colors
#define BOTTOM_RANGE 96
//=============================================================================
-extern entity_render_t *currentrenderentity;
extern int r_framecount;
extern mplane_t frustum[4];
-extern int c_brush_polys, c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
+extern int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
//
extern cvar_t r_fullbright;
extern cvar_t r_wateralpha;
extern cvar_t r_dynamic;
-extern cvar_t r_waterripple;
void R_Init (void);
void R_RenderView (void); // must set r_refdef first
void R_NewMap (void);
-void R_DrawWorld(void);
-void R_SetupForWorldRendering(void);
-void R_MarkWorldLights(void);
-void R_PrepareSurfaces(void);
-void R_DrawSurfaces(int type);
-void R_DrawPortals(void);
+void R_DrawWorld(entity_render_t *ent);
+void R_SurfMarkLights (entity_render_t *ent);
+void R_PrepareSurfaces(entity_render_t *ent);
+void R_DrawSurfaces(entity_render_t *ent, int type);
+void R_DrawPortals(entity_render_t *ent);
void R_DrawParticles(void);
void R_DrawExplosions(void);
+void R_DrawBrushModelSky (entity_render_t *ent);
+void R_DrawBrushModelNormal (entity_render_t *ent);
+void R_DrawZymoticModel (entity_render_t *ent);
+void R_DrawQ1Q2AliasModel(entity_render_t *ent);
+void R_DrawSpriteModel (entity_render_t *ent);
// LordHavoc: vertex transform
#include "transform.h"
#include "r_modules.h"
+#include "meshqueue.h"
+
extern float overbrightscale;
#include "r_lerpanim.h"
-void R_DrawBrushModelSky (void);
-void R_DrawBrushModelNormal (void);
-void R_DrawAliasModel (void);
-void R_DrawSpriteModel (void);
-
extern cvar_t r_render;
#include "image.h"
-extern cvar_t r_multitexture;
+extern cvar_t r_textureunits;
extern cvar_t gl_dither;
// FIXME: this should live in the backend only