2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
24 entity_t r_worldentity;
26 qboolean r_cache_thrash; // compatability
28 vec3_t modelorg, r_entorigin;
29 entity_t *currententity;
31 int r_framecount; // used for dlight push checking
35 int c_brush_polys, c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
37 qboolean envmap; // true during envmap command capture
39 // LordHavoc: moved all code related to particles into r_part.c
40 //int particletexture; // little dot for particles
41 //int playertextures; // up to 16 color translated skins
51 float r_world_matrix[16];
52 float r_base_world_matrix[16];
59 mleaf_t *r_viewleaf, *r_oldviewleaf;
61 unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value
64 void R_MarkLeaves (void);
66 //cvar_t r_norefresh = {"r_norefresh","0"};
67 cvar_t r_drawentities = {"r_drawentities","1"};
68 cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
69 cvar_t r_speeds = {"r_speeds","0"};
70 cvar_t r_speeds2 = {"r_speeds2","0"};
71 cvar_t r_fullbright = {"r_fullbright","0"};
72 //cvar_t r_lightmap = {"r_lightmap","0"};
73 cvar_t r_wateralpha = {"r_wateralpha","1"};
74 cvar_t r_dynamic = {"r_dynamic","1"};
75 cvar_t r_waterripple = {"r_waterripple","0"};
76 cvar_t r_fullbrights = {"r_fullbrights", "1"};
78 cvar_t contrast = {"contrast", "1.0", true}; // LordHavoc: a method of operating system independent color correction
79 cvar_t brightness = {"brightness", "1.0", true}; // LordHavoc: a method of operating system independent color correction
80 cvar_t gl_lightmode = {"gl_lightmode", "1", true}; // LordHavoc: overbright lighting
81 //cvar_t r_dynamicbothsides = {"r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right...
82 cvar_t r_farclip = {"r_farclip", "6144"};
84 cvar_t gl_fogenable = {"gl_fogenable", "0"};
85 cvar_t gl_fogdensity = {"gl_fogdensity", "0.25"};
86 cvar_t gl_fogred = {"gl_fogred","0.3"};
87 cvar_t gl_foggreen = {"gl_foggreen","0.3"};
88 cvar_t gl_fogblue = {"gl_fogblue","0.3"};
89 cvar_t gl_fogstart = {"gl_fogstart", "0"};
90 cvar_t gl_fogend = {"gl_fogend","0"};
91 cvar_t glfog = {"glfog", "0"};
93 int R_VisibleCullBox (vec3_t mins, vec3_t maxs)
96 mnode_t *nodestack[8192], *node;
99 if (R_CullBox(mins, maxs))
102 node = cl.worldmodel->nodes;
104 if (node->contents < 0)
106 if (((mleaf_t *)node)->visframe == r_framecount)
110 node = nodestack[--stack];
114 sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane);
116 // recurse down the contacted sides
121 // put second child on the stack for later examination
122 nodestack[stack++] = node->children[1];
123 node = node->children[0];
128 node = node->children[0];
133 node = node->children[1];
141 float fog_density, fog_red, fog_green, fog_blue;
143 qboolean oldgl_fogenable;
144 void FOG_framebegin()
148 // if (!Nehahrademcompatibility)
149 // gl_fogenable.value = 0;
150 if (gl_fogenable.value)
152 oldgl_fogenable = true;
153 fog_density = gl_fogdensity.value;
154 fog_red = gl_fogred.value;
155 fog_green = gl_foggreen.value;
156 fog_blue = gl_fogblue.value;
158 else if (oldgl_fogenable)
160 oldgl_fogenable = false;
169 fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f);
170 fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
171 fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f);
185 // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
186 //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
189 colors[1] = fog_green;
190 colors[2] = fog_blue;
199 glFogi (GL_FOG_MODE, GL_EXP2);
200 glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100);
201 glFogfv (GL_FOG_COLOR, colors);
212 fogdensity = -4000.0f / (fog_density * fog_density);
213 // fog color was already set
230 Cvar_Set("gl_fogenable", "0");
231 Cvar_Set("gl_fogdensity", "0.2");
232 Cvar_Set("gl_fogred", "0.3");
233 Cvar_Set("gl_foggreen", "0.3");
234 Cvar_Set("gl_fogblue", "0.3");
236 fog_density = fog_red = fog_green = fog_blue = 0.0f;
239 void FOG_registercvars()
241 Cvar_RegisterVariable (&glfog);
244 Cvar_RegisterVariable (&gl_fogenable);
245 Cvar_RegisterVariable (&gl_fogdensity);
246 Cvar_RegisterVariable (&gl_fogred);
247 Cvar_RegisterVariable (&gl_foggreen);
248 Cvar_RegisterVariable (&gl_fogblue);
249 Cvar_RegisterVariable (&gl_fogstart);
250 Cvar_RegisterVariable (&gl_fogend);
258 void gl_main_shutdown()
262 void gl_main_newmap()
269 Cvar_RegisterVariable (&r_drawentities);
270 Cvar_RegisterVariable (&r_drawviewmodel);
271 Cvar_RegisterVariable (&r_speeds);
272 Cvar_RegisterVariable (&r_speeds2);
273 Cvar_RegisterVariable (&contrast);
274 Cvar_RegisterVariable (&brightness);
275 Cvar_RegisterVariable (&gl_lightmode);
276 // Cvar_RegisterVariable (&r_dynamicwater);
277 // Cvar_RegisterVariable (&r_dynamicbothsides);
278 Cvar_RegisterVariable (&r_fullbrights);
279 Cvar_RegisterVariable (&r_wateralpha);
280 Cvar_RegisterVariable (&r_dynamic);
281 Cvar_RegisterVariable (&r_waterripple); // LordHavoc: added waterripple
283 Cvar_SetValue("r_fullbrights", 0);
284 // if (gl_vendor && strstr(gl_vendor, "3Dfx"))
285 // gl_lightmode.value = 0;
286 Cvar_RegisterVariable (&r_fullbright);
287 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
290 extern void GL_Draw_Init();
291 extern void GL_Main_Init();
292 extern void GL_Models_Init();
293 extern void GL_Poly_Init();
294 extern void GL_Surf_Init();
295 extern void GL_Screen_Init();
296 extern void GL_Misc_Init();
297 extern void R_Crosshairs_Init();
298 extern void R_Light_Init();
299 extern void R_Particles_Init();
300 extern void R_Explosion_Init();
301 extern void CL_Effects_Init();
305 R_Modules_Shutdown();
327 extern char *ENGINE_EXTENSIONS;
330 gl_vendor = glGetString (GL_VENDOR);
331 Con_Printf ("GL_VENDOR: %s\n", gl_vendor);
332 gl_renderer = glGetString (GL_RENDERER);
333 Con_Printf ("GL_RENDERER: %s\n", gl_renderer);
335 gl_version = glGetString (GL_VERSION);
336 Con_Printf ("GL_VERSION: %s\n", gl_version);
337 gl_extensions = glGetString (GL_EXTENSIONS);
338 Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);
340 // Con_Printf ("%s %s\n", gl_renderer, gl_version);
342 VID_CheckMultitexture();
345 // LordHavoc: report supported extensions
346 Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
348 glCullFace(GL_FRONT);
349 glEnable(GL_TEXTURE_2D);
350 // glDisable(GL_ALPHA_TEST);
351 glAlphaFunc(GL_GREATER, 0.5);
353 // glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
360 void R_RotateForEntity (entity_t *e)
362 glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
364 glRotatef (e->angles[1], 0, 0, 1);
365 glRotatef (-e->angles[0], 0, 1, 0);
366 glRotatef (e->angles[2], 1, 0, 0);
368 glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
372 // LordHavoc: shading stuff
378 //==================================================================================
380 void R_DrawBrushModel (entity_t *e);
381 void R_DrawSpriteModel (entity_t *e, frameblend_t *blend);
383 void R_LerpUpdate(entity_t *ent)
386 frame = ent->render.frame;
387 if (ent->render.model && ent->render.frame >= ent->render.model->numframes)
389 Con_Printf("R_LerpUpdate: no such frame%6i in \"%s\"\n", ent->render.frame, ent->render.model->name);
393 if (ent->render.lerp_model != ent->render.model)
395 // reset all interpolation information
396 ent->render.lerp_model = ent->render.model;
397 ent->render.frame1 = ent->render.frame2 = frame;
398 ent->render.frame1start = ent->render.frame2start = cl.time;
399 ent->render.framelerp = 1;
400 ent->render.lerp_starttime = 0;
402 else if (ent->render.frame2 != frame)
404 // transition to new frame
405 ent->render.frame1 = ent->render.frame2;
406 ent->render.frame1start = ent->render.frame2start;
407 ent->render.frame2 = frame;
408 ent->render.frame2start = cl.time;
409 ent->render.framelerp = 0;
410 ent->render.lerp_starttime = cl.time;
414 // lerp_starttime < 0 is used to prevent changing of framelerp
415 if (ent->render.lerp_starttime >= 0)
418 ent->render.framelerp = (cl.time - ent->render.lerp_starttime) * 10;
419 ent->render.framelerp = bound(0, ent->render.framelerp, 1);
425 void R_PrepareEntities (void)
430 // this updates entities that are supposed to be view relative
431 for (i = 0;i < cl_numvisedicts;i++)
433 ent = cl_visedicts[i];
435 if (ent->render.flags & RENDER_VIEWMODEL)
437 // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
438 ent->render.flags -= RENDER_VIEWMODEL;
440 VectorCopy(ent->render.origin, v);
441 ent->render.origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_refdef.vieworg[0];
442 ent->render.origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_refdef.vieworg[1];
443 ent->render.origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_refdef.vieworg[2];
445 VectorAdd(ent->render.angles, r_refdef.viewangles, ent->render.angles);
455 // LordHavoc: split so bmodels are rendered before any other objects
456 void R_DrawEntitiesOnList1 (void)
460 if (!r_drawentities.value)
463 for (i = 0;i < cl_numvisedicts;i++)
465 if (cl_visedicts[i]->render.model->type != mod_brush)
467 currententity = cl_visedicts[i];
468 modelalpha = currententity->render.alpha;
470 R_DrawBrushModel (currententity);
474 void R_DrawEntitiesOnList2 (void)
477 frameblend_t blend[4];
479 if (!r_drawentities.value)
482 for (i = 0;i < cl_numvisedicts;i++)
484 currententity = cl_visedicts[i];
485 modelalpha = currententity->render.alpha;
487 switch (currententity->render.model->type)
490 R_LerpUpdate(currententity);
491 R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
492 R_DrawAliasModel (currententity, true, modelalpha, currententity->render.model, blend, currententity->render.skinnum, currententity->render.origin, currententity->render.angles, currententity->render.scale, currententity->render.effects, currententity->render.model->flags, currententity->render.colormap);
496 R_LerpUpdate(currententity);
497 R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
498 R_DrawSpriteModel (currententity, blend);
512 void R_DrawViewModel (void)
514 frameblend_t blend[4];
516 if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
519 currententity = &cl.viewent;
520 currententity->render.alpha = modelalpha = cl_entities[cl.viewentity].render.alpha; // LordHavoc: if the player is transparent, so is the gun
521 currententity->render.effects = cl_entities[cl.viewentity].render.effects;
522 currententity->render.scale = 1;
523 VectorCopy(cl_entities[cl.viewentity].render.colormod, currententity->render.colormod);
525 R_LerpUpdate(currententity);
526 R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
528 // hack the depth range to prevent view model from poking into walls
529 glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
530 R_DrawAliasModel (currententity, false, modelalpha, currententity->render.model, blend, currententity->render.skinnum, currententity->render.origin, currententity->render.angles, currententity->render.scale, currententity->render.effects, currententity->render.model->flags, currententity->render.colormap);
531 glDepthRange (gldepthmin, gldepthmax);
534 void R_DrawBrushModel (entity_t *e);
536 void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
538 void R_SetFrustum (void)
542 if (r_refdef.fov_x == 90)
544 // front side is visible
546 VectorAdd (vpn, vright, frustum[0].normal);
547 VectorSubtract (vpn, vright, frustum[1].normal);
549 VectorAdd (vpn, vup, frustum[2].normal);
550 VectorSubtract (vpn, vup, frustum[3].normal);
554 // rotate VPN right by FOV_X/2 degrees
555 RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
556 // rotate VPN left by FOV_X/2 degrees
557 RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
558 // rotate VPN up by FOV_X/2 degrees
559 RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
560 // rotate VPN down by FOV_X/2 degrees
561 RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
564 for (i=0 ; i<4 ; i++)
566 frustum[i].type = PLANE_ANYZ;
567 frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
568 // frustum[i].signbits = SignbitsForPlane (&frustum[i]);
569 BoxOnPlaneSideClassify(&frustum[i]);
573 void R_AnimateLight (void);
574 void V_CalcBlend (void);
581 void R_SetupFrame (void)
583 // don't allow cheats in multiplayer
584 if (cl.maxclients > 1)
586 Cvar_Set ("r_fullbright", "0");
587 Cvar_Set ("r_ambient", "0");
594 // build the transformation matrix for the given view angles
595 VectorCopy (r_refdef.vieworg, r_origin);
597 AngleVectors (r_refdef.viewangles, vpn, vright, vup);
600 r_oldviewleaf = r_viewleaf;
601 r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
603 V_SetContentsColor (r_viewleaf->contents);
606 r_cache_thrash = false;
622 void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
624 GLdouble xmin, xmax, ymin, ymax;
626 ymax = zNear * tan( fovy * M_PI / 360.0 );
629 xmin = ymin * aspect;
630 xmax = ymax * aspect;
632 glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
636 extern char skyname[];
643 void R_SetupGL (void)
646 extern int glwidth, glheight;
647 int x, x2, y2, y, w, h;
654 glMatrixMode(GL_PROJECTION);
656 x = r_refdef.vrect.x * glwidth/vid.width;
657 x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
658 y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
659 y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
661 // fudge around because of frac screen scale
680 glViewport (glx + x, gly + y2, w, h);
681 screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
682 // yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
683 // if (skyname[0]) // skybox enabled?
684 // MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_skyboxsize.value*1.732050807569 + 256); // this is size*sqrt(3) + 256
686 MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_farclip.value);
688 glCullFace(GL_FRONT);
690 glMatrixMode(GL_MODELVIEW);
693 glRotatef (-90, 1, 0, 0); // put Z going up
694 glRotatef (90, 0, 0, 1); // put Z going up
695 glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
696 glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
697 glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
698 glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
700 glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
705 // if (gl_cull.value)
706 glEnable(GL_CULL_FACE);
708 // glDisable(GL_CULL_FACE);
710 glEnable(GL_BLEND); // was Disable
711 glDisable(GL_ALPHA_TEST);
712 glAlphaFunc(GL_GREATER, 0.5);
713 glEnable(GL_DEPTH_TEST);
715 glShadeModel(GL_SMOOTH);
727 // glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
730 glDepthFunc (GL_LEQUAL);
732 glDepthRange (gldepthmin, gldepthmax);
735 // LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
740 glMatrixMode(GL_PROJECTION);
742 glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
743 glMatrixMode(GL_MODELVIEW);
745 glDisable (GL_DEPTH_TEST);
746 glDisable (GL_CULL_FACE);
747 glDisable(GL_TEXTURE_2D);
749 glBlendFunc (GL_DST_COLOR, GL_ONE);
750 glBegin (GL_TRIANGLES);
752 glVertex2f (-5000, -5000);
753 glVertex2f (10000, -5000);
754 glVertex2f (-5000, 10000);
756 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
758 glEnable(GL_TEXTURE_2D);
759 glEnable (GL_DEPTH_TEST);
760 glEnable (GL_CULL_FACE);
763 extern cvar_t contrast;
764 extern cvar_t brightness;
765 extern cvar_t gl_lightmode;
771 glMatrixMode(GL_PROJECTION);
773 glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
774 glMatrixMode(GL_MODELVIEW);
776 glDisable (GL_DEPTH_TEST);
777 glDisable (GL_CULL_FACE);
778 glDisable(GL_TEXTURE_2D);
782 glBlendFunc (GL_DST_COLOR, GL_ONE);
783 glBegin (GL_TRIANGLES);
785 glVertex2f (-5000, -5000);
786 glVertex2f (10000, -5000);
787 glVertex2f (-5000, 10000);
790 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
791 contrast.value = bound(0.2, contrast.value, 1.0);
792 if (/*gl_polyblend.value && */v_blend[3])
794 glBegin (GL_TRIANGLES);
795 glColor4fv (v_blend);
796 glVertex2f (-5000, -5000);
797 glVertex2f (10000, -5000);
798 glVertex2f (-5000, 10000);
802 glEnable (GL_CULL_FACE);
803 glEnable (GL_DEPTH_TEST);
805 glEnable(GL_TEXTURE_2D);
808 #define TIMEREPORT(VAR) \
809 if (r_speeds2.value)\
811 temptime = currtime;\
812 currtime = Sys_FloatTime();\
813 VAR = (int) ((currtime - temptime) * 1000000.0);\
822 r_refdef must be set before the first call
825 extern qboolean intimerefresh;
827 extern void UploadLightmaps();
828 char r_speeds2_string1[81], r_speeds2_string2[81], r_speeds2_string3[81], r_speeds2_string4[81], r_speeds2_string5[81], r_speeds2_string6[81], r_speeds2_string7[81];
829 void R_RenderView (void)
831 double starttime, currtime, temptime;
832 int time_clear, time_setup, time_world, time_bmodels, time_upload, time_sky, time_wall, time_models, time_moveparticles, time_drawparticles, time_moveexplosions, time_drawexplosions, time_drawdecals, time_transpoly, time_blend, time_total;
833 // if (r_norefresh.value)
836 if (!r_worldentity.render.model || !cl.worldmodel)
837 Host_Error ("R_RenderView: NULL worldmodel");
839 lighthalf = gl_lightmode.value;
845 starttime = currtime = Sys_FloatTime();
848 starttime = currtime = 0;
850 TIMEREPORT(time_clear)
852 // render normal view
864 TIMEREPORT(time_setup)
867 TIMEREPORT(time_world)
868 R_DrawEntitiesOnList1 (); // BSP models
869 TIMEREPORT(time_bmodels)
872 TIMEREPORT(time_upload)
874 skypolyrender(); // fogged sky polys, affects depth
876 if (skyname[0] && currentskypoly && !fogenabled)
877 R_Sky(); // does not affect depth, draws over the sky polys
881 TIMEREPORT(time_wall)
884 TIMEREPORT(time_drawdecals)
886 if (!intimerefresh && !r_speeds2.value)
887 S_ExtraUpdate (); // don't let sound get messed up if going slow
889 R_DrawEntitiesOnList2 (); // other models
890 // R_RenderDlights ();
892 TIMEREPORT(time_models)
894 TIMEREPORT(time_moveparticles)
896 TIMEREPORT(time_drawparticles)
898 TIMEREPORT(time_moveexplosions)
900 TIMEREPORT(time_drawexplosions)
903 TIMEREPORT(time_transpoly)
908 TIMEREPORT(time_blend)
911 time_total = (int) ((Sys_FloatTime() - starttime) * 1000000.0);
912 sprintf(r_speeds2_string1, "%6i walls %6i dlitwalls %7i modeltris %7i transpoly\n", c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly);
913 sprintf(r_speeds2_string2, "BSP: %6i faces %6i nodes %6i leafs\n", c_faces, c_nodes, c_leafs);
914 sprintf(r_speeds2_string3, "%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n", c_models, c_bmodels, c_sprites, c_particles, c_dlights);
915 sprintf(r_speeds2_string4, "%6ius clear %6ius setup %6ius world %6ius bmodel %6ius upload", time_clear, time_setup, time_world, time_bmodels, time_upload);
916 sprintf(r_speeds2_string5, "%6ius sky %6ius wall %6ius models %6ius mpart %6ius dpart ", time_sky, time_wall, time_models, time_moveparticles, time_drawparticles);
917 sprintf(r_speeds2_string6, "%6ius mexplo %6ius dexplo %6ius decals %6ius trans %6ius blend ", time_moveexplosions, time_drawexplosions, time_drawdecals, time_transpoly, time_blend);
918 sprintf(r_speeds2_string7, "%6ius permdl %6ius total ", time_models / max(c_models, 1), time_total);