5 #define MAX_TEXTUREUNITS 8
7 extern int c_meshtris, c_meshs, c_transtris, c_transmeshs;
11 //input to R_Mesh_Draw_GetBuffer
12 int depthwrite; // force depth writing enabled even if polygon is not opaque
13 int depthdisable; // disable depth read/write entirely
18 int tex[MAX_TEXTUREUNITS];
19 int texrgbscale[MAX_TEXTUREUNITS]; // used only if COMBINE is present
20 matrix4x4_t matrix; // model to world transform matrix
27 float *texcoords[MAX_TEXTUREUNITS];
31 // adds console variables and registers the render module (only call from GL_Init)
32 void gl_backend_init(void);
34 // starts mesh rendering for the frame
35 void R_Mesh_Start(float farclip);
37 // ends mesh rendering for the frame
38 // (only valid after R_Mesh_Start)
39 void R_Mesh_Finish(void);
41 // clears depth buffer, used for masked sky rendering
42 // (only valid between R_Mesh_Start and R_Mesh_Finish)
43 void R_Mesh_ClearDepth(void);
45 // renders current batch of meshs
46 // (only valid between R_Mesh_Start and R_Mesh_Finish)
47 void R_Mesh_Render(void);
49 // allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
50 // (it is up to the caller to fill in the geometry data)
51 // (make sure you scale your colors by the colorscale field)
52 // (only valid between R_Mesh_Start and R_Mesh_Finish)
53 int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m, int wantoverbright);
55 // saves a section of the rendered frame to a .tga file
56 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height);
57 // used by R_Envmap_f and internally in backend, clears the frame
58 void R_ClearScreen(void);
59 // invoke refresh of frame
60 void SCR_UpdateScreen (void);