#include "meshqueue.h"
+extern qboolean r_framedata_failed;
+void R_FrameData_Reset(void);
+void R_FrameData_NewFrame(void);
+void *R_FrameData_Alloc(size_t size);
+void *R_FrameData_Store(size_t size, void *data);
+
+void R_AnimCache_Free(void);
+void R_AnimCache_ClearCache(void);
+qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);
+void R_AnimCache_CacheVisibleEntities(void);
+
#include "r_lerpanim.h"
extern cvar_t r_render;
extern cvar_t r_waterwarp;
extern cvar_t r_textureunits;
-extern cvar_t gl_combine;
-extern cvar_t r_glsl;
extern cvar_t r_glsl_offsetmapping;
extern cvar_t r_glsl_offsetmapping_reliefmapping;
// rtlight rendering
// light currently being rendered
const rtlight_t *rtlight;
- // current light's cull box (copied out of an rtlight or calculated by GetLightInfo)
- vec3_t rtlight_cullmins;
- vec3_t rtlight_cullmaxs;
- // current light's culling planes
- int rtlight_numfrustumplanes;
- mplane_t rtlight_frustumplanes[12+6+6]; // see R_Shadow_ComputeShadowCasterCullingPlanes
// this is the location of the light in entity space
vec3_t entitylightorigin;