unsigned char *modelskeletalweight4ub;
const r_meshbuffer_t *modelskeletalweight4ub_vertexbuffer;
int modelskeletalweight4ub_bufferoffset;
- r_vertexmesh_t *modelvertexmesh;
- const r_meshbuffer_t *modelvertexmesh_vertexbuffer;
- int modelvertexmesh_bufferoffset;
int *modelelement3i;
const r_meshbuffer_t *modelelement3i_indexbuffer;
int modelelement3i_bufferoffset;
int batchnumvertices;
int batchfirsttriangle;
int batchnumtriangles;
- r_vertexmesh_t *batchvertexmesh;
- const r_meshbuffer_t *batchvertexmesh_vertexbuffer;
- int batchvertexmesh_bufferoffset;
float *batchvertex3f;
const r_meshbuffer_t *batchvertex3f_vertexbuffer;
int batchvertex3f_bufferoffset;
void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
-#define BATCHNEED_VERTEXMESH_VERTEX (1<< 0) // set up positions in rsurface.batchvertexmesh
-#define BATCHNEED_VERTEXMESH_NORMAL (1<< 1) // set up normals in rsurface.batchvertexmesh
-#define BATCHNEED_VERTEXMESH_VECTOR (1<< 2) // set up tangent vectors in rsurface.batchvertexmesh
-#define BATCHNEED_VERTEXMESH_VERTEXTINTCOLOR (1<< 3) // set up vertex tint colors in rsurface.batchvertexmesh
-#define BATCHNEED_VERTEXMESH_VERTEXCOLOR (1<< 4) // set up vertex light colors in rsurface.batchvertexmesh
-#define BATCHNEED_VERTEXMESH_TEXCOORD (1<< 5) // set up surface texcoords in rsurface.batchvertexmesh
-#define BATCHNEED_VERTEXMESH_LIGHTMAP (1<< 6) // set up lightmap texcoords in rsurface.batchvertexmesh
-#define BATCHNEED_VERTEXMESH_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader
-#define BATCHNEED_ARRAY_VERTEX (1<< 8) // set up rsurface.batchvertex3f
-#define BATCHNEED_ARRAY_NORMAL (1<< 9) // set up rsurface.batchnormal3f
-#define BATCHNEED_ARRAY_VECTOR (1<<10) // set up rsurface.batchsvector3f and rsurface.batchtvector3f
-#define BATCHNEED_ARRAY_VERTEXTINTCOLOR (1<<11) // set up rsurface.batchvertexcolor4f
-#define BATCHNEED_ARRAY_VERTEXCOLOR (1<<12) // set up rsurface.batchlightmapcolor4f
-#define BATCHNEED_ARRAY_TEXCOORD (1<<13) // set up rsurface.batchtexcoordtexture2f
-#define BATCHNEED_ARRAY_LIGHTMAP (1<<14) // set up rsurface.batchtexcoordlightmap2f
-#define BATCHNEED_ARRAY_SKELETAL (1<<15) // set up skeletal index and weight data for vertex shader
-#define BATCHNEED_NOGAPS (1<<16) // force vertex copying if firstvertex is not zero or there are gaps
-#define BATCHNEED_ALLOWMULTIDRAW (1<<17) // allow multiple draws
+#define BATCHNEED_ARRAY_VERTEX (1<< 0) // set up rsurface.batchvertex3f
+#define BATCHNEED_ARRAY_NORMAL (1<< 1) // set up rsurface.batchnormal3f
+#define BATCHNEED_ARRAY_VECTOR (1<< 2) // set up rsurface.batchsvector3f and rsurface.batchtvector3f
+#define BATCHNEED_ARRAY_VERTEXTINTCOLOR (1<< 3) // set up rsurface.batchvertexcolor4f
+#define BATCHNEED_ARRAY_VERTEXCOLOR (1<< 4) // set up rsurface.batchlightmapcolor4f
+#define BATCHNEED_ARRAY_TEXCOORD (1<< 5) // set up rsurface.batchtexcoordtexture2f
+#define BATCHNEED_ARRAY_LIGHTMAP (1<< 6) // set up rsurface.batchtexcoordlightmap2f
+#define BATCHNEED_ARRAY_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader
+#define BATCHNEED_NOGAPS (1<< 8) // force vertex copying if firstvertex is not zero or there are gaps
+#define BATCHNEED_ALWAYSCOPY (1<< 9) // force vertex copying unconditionally - useful if you want to modify colors
+#define BATCHNEED_ALLOWMULTIDRAW (1<<10) // allow multiple draws
void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
void RSurf_DrawBatch(void);