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r_fakelight: 1 = use "fake" lighting (falloff-less light source at eye origin) if...
[divverent/darkplaces.git] / meshqueue.h
1
2 #ifndef MESHQUEUE_H
3 #define MESHQUEUE_H
4
5 void R_MeshQueue_BeginScene(void);
6 void R_MeshQueue_AddTransparent(const vec3_t center, void (*callback)(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist), const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight);
7 void R_MeshQueue_RenderTransparent(void);
8
9 #endif