CHECKGLERROR
}
-void R_GLSL_Restart_f(void)
+void R_GLSL_Restart_f(cmd_state_t *cmd)
{
unsigned int i, limit;
switch(vid.renderpath)
}
}
-static void R_GLSL_DumpShader_f(void)
+static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
{
int i, language, mode, dupe;
char *text;
r_texture_numcubemaps = 0;
//r_texture_fogintensity = NULL;
memset(&r_fb, 0, sizeof(r_fb));
- R_GLSL_Restart_f();
+ R_GLSL_Restart_f(&cmd_client);
r_glsl_permutation = NULL;
memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
R_InitShaderModeInfo();
- Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
- Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
+ Cmd_AddCommand(&cmd_client, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
+ Cmd_AddCommand(&cmd_client, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
// FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
if (gamemode == GAME_NEHAHRA)
{
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
if(R_CompileShader_CheckStaticParms())
- R_GLSL_Restart_f();
+ R_GLSL_Restart_f(&cmd_client);
if (!r_drawentities.integer)
r_refdef.scene.numentities = 0;