2 #define MAX_TEXTUREUNITS 4
9 int depthwrite; // force depth writing enabled even if polygon is not opaque
10 int depthdisable; // disable depth read/write entirely
20 // if color is NULL, these are used for all vertices
22 int tex[MAX_TEXTUREUNITS];
23 float *texcoords[MAX_TEXTUREUNITS];
24 int texcoordstep[MAX_TEXTUREUNITS];
25 float texrgbscale[MAX_TEXTUREUNITS]; // used only if COMBINE is present
29 // adds console variables and registers the render module (only call from GL_Init)
30 void gl_backend_init(void);
31 // sets up mesh renderer for the frame
32 void R_Mesh_Clear(void);
33 // renders queued meshs
34 void R_Mesh_Render(void);
35 // queues a mesh to be rendered (invokes Render if queue is full)
36 void R_Mesh_Draw(const rmeshinfo_t *m);
37 // renders the queued transparent meshs
38 void R_Mesh_AddTransparent(void);
39 // ease-of-use frontend to R_Mesh_Draw, set up meshinfo, except for index and numtriangles and numverts, then call this
40 void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts);
41 // ease-of-use frontend to R_Mesh_Draw for particles, no speed gain
42 void R_Mesh_DrawParticle(vec3_t org, vec3_t right, vec3_t up, vec_t scale, int texnum, float cr, float cg, float cb, float ca, float s1, float t1, float s2, float t2, float fs1, float ft1, float fs2, float ft2);