// vis stuff
extern cvar_t r_novis;
+extern cvar_t r_trippy;
+
extern cvar_t r_lerpsprites;
extern cvar_t r_lerpmodels;
extern cvar_t r_lerplightstyles;
extern cvar_t r_nearclip;
// forces all rendering to draw triangle outlines
+extern cvar_t r_showoverdraw;
extern cvar_t r_showtris;
extern cvar_t r_shownormals;
extern cvar_t r_showlighting;
skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name );
skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add);
skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain);
-skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height);
+skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB);
skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height);
skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette);
skinframe_t *R_SkinFrame_LoadMissing(void);
extern cvar_t r_glsl_offsetmapping;
extern cvar_t r_glsl_offsetmapping_reliefmapping;
extern cvar_t r_glsl_offsetmapping_scale;
+extern cvar_t r_glsl_offsetmapping_lod;
+extern cvar_t r_glsl_offsetmapping_lod_distance;
extern cvar_t r_glsl_deluxemapping;
extern cvar_t gl_polyblend;
extern cvar_t r_test;
-extern cvar_t r_texture_convertsRGB_2d;
-extern cvar_t r_texture_convertsRGB_skin;
-extern cvar_t r_texture_convertsRGB_cubemap;
-extern cvar_t r_texture_convertsRGB_skybox;
-extern cvar_t r_texture_convertsRGB_particles;
-
#include "gl_backend.h"
extern rtexture_t *r_texture_blanknormalmap;
int ent_skinnum;
int ent_qwskin;
int ent_flags;
- float ent_shadertime;
int ent_alttextures; // used by q1bsp animated textures (pressed buttons)
+ double shadertime; // r_refdef.scene.time - ent->shadertime
// transform matrices to render this entity and effects on this entity
matrix4x4_t matrix;
matrix4x4_t inversematrix;
}
rsurfacepass_t;
-void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale);
-void R_SetupShader_DepthOrShadow(void);
-void R_SetupShader_ShowDepth(void);
-void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane);
+void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy);
+void R_SetupShader_DepthOrShadow(qboolean notrippy);
+void R_SetupShader_ShowDepth(qboolean notrippy);
+void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qboolean notrippy);
void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
typedef struct r_waterstate_waterplane_s