/* ydnar: gs mods */
float lightmapScale;
+ float shadeAngleDegrees; /* jal : entity based _shadeangle */
vec3_t eMins, eMaxs;
indexMap_t *im;
/* ydnar: per-surface (per-entity, actually) lightmap sample size scaling */
float lightmapScale;
+
+ /* jal: per-surface (per-entity, actually) shadeangle */
+ float shadeAngleDegrees;
/* ydnar: surface classification */
vec3_t mins, maxs;
shaderInfo_t *si;
side_t *side;
int entityNum, surfaceNum, planeNum, fogNum, sampleSize, castShadows, recvShadows;
+ float shadeAngleDegrees;
vec4_t plane;
vec3_t lightmapAxis;
int indexes[ 3 ];
int firstBrush, numBrushes; /* only valid during BSP compile */
epair_t *epairs;
vec3_t originbrush_origin;
- qboolean forceNormalSmoothing; /* vortex: true if entity has _smoothnormals/_sn/_smooth key */
}
entity_t;
void PicoLoadFileFunc( char *name, byte **buffer, int *bufSize );
picoModel_t *FindModel( char *name, int frame );
picoModel_t *LoadModel( char *name, int frame );
-void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale );
+void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale, float shadeAngle );
void AddTriangleModels( entity_t *e );