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 gl_lightmode = {"gl_lightmode", "1", true}; // LordHavoc: overbright lighting
79 //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...
80 cvar_t r_farclip = {"r_farclip", "6144"};
82 cvar_t gl_fogenable = {"gl_fogenable", "0"};
83 cvar_t gl_fogdensity = {"gl_fogdensity", "0.25"};
84 cvar_t gl_fogred = {"gl_fogred","0.3"};
85 cvar_t gl_foggreen = {"gl_foggreen","0.3"};
86 cvar_t gl_fogblue = {"gl_fogblue","0.3"};
87 cvar_t gl_fogstart = {"gl_fogstart", "0"};
88 cvar_t gl_fogend = {"gl_fogend","0"};
89 cvar_t glfog = {"glfog", "0"};
91 int R_VisibleCullBox (vec3_t mins, vec3_t maxs)
94 mnode_t *nodestack[8192], *node;
97 if (R_CullBox(mins, maxs))
100 node = cl.worldmodel->nodes;
102 if (node->contents < 0)
104 if (((mleaf_t *)node)->visframe == r_framecount)
108 node = nodestack[--stack];
112 sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane);
114 // recurse down the contacted sides
119 // put second child on the stack for later examination
120 nodestack[stack++] = node->children[1];
121 node = node->children[0];
126 node = node->children[0];
131 node = node->children[1];
139 float fog_density, fog_red, fog_green, fog_blue;
141 qboolean oldgl_fogenable;
142 void FOG_framebegin(void)
146 // if (!Nehahrademcompatibility)
147 // gl_fogenable.value = 0;
148 if (gl_fogenable.value)
150 oldgl_fogenable = true;
151 fog_density = gl_fogdensity.value;
152 fog_red = gl_fogred.value;
153 fog_green = gl_foggreen.value;
154 fog_blue = gl_fogblue.value;
156 else if (oldgl_fogenable)
158 oldgl_fogenable = false;
167 fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f);
168 fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
169 fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f);
183 // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
184 //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
187 colors[1] = fog_green;
188 colors[2] = fog_blue;
197 glFogi (GL_FOG_MODE, GL_EXP2);
198 glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100);
199 glFogfv (GL_FOG_COLOR, colors);
210 fogdensity = -4000.0f / (fog_density * fog_density);
211 // fog color was already set
218 void FOG_frameend(void)
228 Cvar_Set("gl_fogenable", "0");
229 Cvar_Set("gl_fogdensity", "0.2");
230 Cvar_Set("gl_fogred", "0.3");
231 Cvar_Set("gl_foggreen", "0.3");
232 Cvar_Set("gl_fogblue", "0.3");
234 fog_density = fog_red = fog_green = fog_blue = 0.0f;
237 void FOG_registercvars(void)
239 Cvar_RegisterVariable (&glfog);
242 Cvar_RegisterVariable (&gl_fogenable);
243 Cvar_RegisterVariable (&gl_fogdensity);
244 Cvar_RegisterVariable (&gl_fogred);
245 Cvar_RegisterVariable (&gl_foggreen);
246 Cvar_RegisterVariable (&gl_fogblue);
247 Cvar_RegisterVariable (&gl_fogstart);
248 Cvar_RegisterVariable (&gl_fogend);
252 void gl_main_start(void)
256 void gl_main_shutdown(void)
260 void gl_main_newmap(void)
264 void GL_Main_Init(void)
267 Cvar_RegisterVariable (&r_drawentities);
268 Cvar_RegisterVariable (&r_drawviewmodel);
269 Cvar_RegisterVariable (&r_speeds);
270 Cvar_RegisterVariable (&r_speeds2);
271 Cvar_RegisterVariable (&gl_lightmode);
272 // Cvar_RegisterVariable (&r_dynamicwater);
273 // Cvar_RegisterVariable (&r_dynamicbothsides);
274 Cvar_RegisterVariable (&r_fullbrights);
275 Cvar_RegisterVariable (&r_wateralpha);
276 Cvar_RegisterVariable (&r_dynamic);
277 Cvar_RegisterVariable (&r_waterripple);
278 Cvar_RegisterVariable (&r_farclip);
280 Cvar_SetValue("r_fullbrights", 0);
281 // if (gl_vendor && strstr(gl_vendor, "3Dfx"))
282 // gl_lightmode.value = 0;
283 Cvar_RegisterVariable (&r_fullbright);
284 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
287 extern void GL_Draw_Init(void);
288 extern void GL_Main_Init(void);
289 extern void GL_Models_Init(void);
290 extern void GL_Poly_Init(void);
291 extern void GL_Surf_Init(void);
292 extern void GL_Screen_Init(void);
293 extern void GL_Misc_Init(void);
294 extern void R_Crosshairs_Init(void);
295 extern void R_Light_Init(void);
296 extern void R_Particles_Init(void);
297 extern void R_Explosion_Init(void);
298 extern void CL_Effects_Init(void);
300 void Render_Init(void)
302 R_Modules_Shutdown();
324 extern char *ENGINE_EXTENSIONS;
327 gl_vendor = glGetString (GL_VENDOR);
328 Con_Printf ("GL_VENDOR: %s\n", gl_vendor);
329 gl_renderer = glGetString (GL_RENDERER);
330 Con_Printf ("GL_RENDERER: %s\n", gl_renderer);
332 gl_version = glGetString (GL_VERSION);
333 Con_Printf ("GL_VERSION: %s\n", gl_version);
334 gl_extensions = glGetString (GL_EXTENSIONS);
335 Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);
337 // Con_Printf ("%s %s\n", gl_renderer, gl_version);
339 VID_CheckMultitexture();
342 // LordHavoc: report supported extensions
343 Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
345 glCullFace(GL_FRONT);
346 glEnable(GL_TEXTURE_2D);
347 // glDisable(GL_ALPHA_TEST);
348 glAlphaFunc(GL_GREATER, 0.5);
350 // glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
355 void R_RotateForEntity (entity_t *e)
357 glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
359 glRotatef (e->angles[1], 0, 0, 1);
360 glRotatef (-e->angles[0], 0, 1, 0);
361 glRotatef (e->angles[2], 1, 0, 0);
363 glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
367 // LordHavoc: shading stuff
373 //==================================================================================
375 void R_DrawBrushModel (entity_t *e);
376 void R_DrawSpriteModel (entity_t *e, frameblend_t *blend);
378 void R_LerpUpdate(entity_t *ent)
381 frame = ent->render.frame;
382 if (ent->render.model && ent->render.frame >= ent->render.model->numframes)
384 Con_Printf("R_LerpUpdate: no such frame%6i in \"%s\"\n", ent->render.frame, ent->render.model->name);
388 if (ent->render.lerp_model != ent->render.model)
390 // reset all interpolation information
391 ent->render.lerp_model = ent->render.model;
392 ent->render.frame1 = ent->render.frame2 = frame;
393 ent->render.frame1start = ent->render.frame2start = cl.time;
394 ent->render.framelerp = 1;
395 ent->render.lerp_starttime = 0;
397 else if (ent->render.frame2 != frame)
399 // transition to new frame
400 ent->render.frame1 = ent->render.frame2;
401 ent->render.frame1start = ent->render.frame2start;
402 ent->render.frame2 = frame;
403 ent->render.frame2start = cl.time;
404 ent->render.framelerp = 0;
405 ent->render.lerp_starttime = cl.time;
409 // lerp_starttime < 0 is used to prevent changing of framelerp
410 if (ent->render.lerp_starttime >= 0)
413 ent->render.framelerp = (cl.time - ent->render.lerp_starttime) * 10;
414 ent->render.framelerp = bound(0, ent->render.framelerp, 1);
420 void R_PrepareEntities (void)
425 // this updates entities that are supposed to be view relative
426 for (i = 0;i < cl_numvisedicts;i++)
428 ent = cl_visedicts[i];
430 if (ent->render.flags & RENDER_VIEWMODEL)
432 // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
433 ent->render.flags -= RENDER_VIEWMODEL;
435 VectorCopy(ent->render.origin, v);
436 ent->render.origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
437 ent->render.origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
438 ent->render.origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
440 VectorAdd(ent->render.angles, r_refdef.viewangles, ent->render.angles);
450 // LordHavoc: split so bmodels are rendered before any other objects
451 void R_DrawEntitiesOnList1 (void)
455 if (!r_drawentities.value)
458 for (i = 0;i < cl_numvisedicts;i++)
460 if (cl_visedicts[i]->render.model->type != mod_brush)
462 currententity = cl_visedicts[i];
463 modelalpha = currententity->render.alpha;
465 R_DrawBrushModel (currententity);
469 void R_DrawEntitiesOnList2 (void)
472 frameblend_t blend[4];
474 if (!r_drawentities.value)
477 for (i = 0;i < cl_numvisedicts;i++)
479 currententity = cl_visedicts[i];
480 modelalpha = currententity->render.alpha;
482 switch (currententity->render.model->type)
485 R_LerpUpdate(currententity);
486 R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
487 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);
491 R_LerpUpdate(currententity);
492 R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
493 R_DrawSpriteModel (currententity, blend);
507 void R_DrawViewModel (void)
509 frameblend_t blend[4];
511 if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
514 currententity = &cl.viewent;
515 currententity->render.alpha = modelalpha = cl_entities[cl.viewentity].render.alpha; // LordHavoc: if the player is transparent, so is the gun
516 currententity->render.effects = cl_entities[cl.viewentity].render.effects;
517 currententity->render.scale = 1;
518 VectorCopy(cl_entities[cl.viewentity].render.colormod, currententity->render.colormod);
520 R_LerpUpdate(currententity);
521 R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
523 // hack the depth range to prevent view model from poking into walls
524 glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
525 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);
526 glDepthRange (gldepthmin, gldepthmax);
529 void R_DrawBrushModel (entity_t *e);
531 void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
533 void R_SetFrustum (void)
537 if (r_refdef.fov_x == 90)
539 // front side is visible
541 VectorAdd (vpn, vright, frustum[0].normal);
542 VectorSubtract (vpn, vright, frustum[1].normal);
544 VectorAdd (vpn, vup, frustum[2].normal);
545 VectorSubtract (vpn, vup, frustum[3].normal);
549 // rotate VPN right by FOV_X/2 degrees
550 RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
551 // rotate VPN left by FOV_X/2 degrees
552 RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
553 // rotate VPN up by FOV_X/2 degrees
554 RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
555 // rotate VPN down by FOV_X/2 degrees
556 RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
559 for (i=0 ; i<4 ; i++)
561 frustum[i].type = PLANE_ANYZ;
562 frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
563 // frustum[i].signbits = SignbitsForPlane (&frustum[i]);
564 BoxOnPlaneSideClassify(&frustum[i]);
568 void R_AnimateLight (void);
569 void V_CalcBlend (void);
576 void R_SetupFrame (void)
578 // don't allow cheats in multiplayer
579 if (cl.maxclients > 1)
581 Cvar_Set ("r_fullbright", "0");
582 Cvar_Set ("r_ambient", "0");
587 // build the transformation matrix for the given view angles
588 VectorCopy (r_refdef.vieworg, r_origin);
590 AngleVectors (r_refdef.viewangles, vpn, vright, vup);
593 r_oldviewleaf = r_viewleaf;
594 r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
596 V_SetContentsColor (r_viewleaf->contents);
599 r_cache_thrash = false;
617 void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
619 GLdouble xmin, xmax, ymin, ymax;
621 ymax = zNear * tan( fovy * M_PI / 360.0 );
624 xmin = ymin * aspect;
625 xmax = ymax * aspect;
627 glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
636 void R_SetupGL (void)
639 int x, x2, y2, y, w, h;
646 glMatrixMode(GL_PROJECTION);
648 x = r_refdef.vrect.x * glwidth/vid.width;
649 x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
650 y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
651 y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
653 // fudge around because of frac screen scale
672 glViewport (glx + x, gly + y2, w, h);
673 screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
674 // yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
675 MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_farclip.value);
677 glCullFace(GL_FRONT);
679 glMatrixMode(GL_MODELVIEW);
682 glRotatef (-90, 1, 0, 0); // put Z going up
683 glRotatef (90, 0, 0, 1); // put Z going up
684 glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
685 glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
686 glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
687 glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
689 glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
694 // if (gl_cull.value)
695 glEnable(GL_CULL_FACE);
697 // glDisable(GL_CULL_FACE);
699 glEnable(GL_BLEND); // was Disable
700 glDisable(GL_ALPHA_TEST);
701 glAlphaFunc(GL_GREATER, 0.5);
702 glEnable(GL_DEPTH_TEST);
704 glShadeModel(GL_SMOOTH);
716 // glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
719 glDepthFunc (GL_LEQUAL);
721 glDepthRange (gldepthmin, gldepthmax);
724 // LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
725 void GL_Brighten(void)
729 glMatrixMode(GL_PROJECTION);
731 glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
732 glMatrixMode(GL_MODELVIEW);
734 glDisable (GL_DEPTH_TEST);
735 glDisable (GL_CULL_FACE);
736 glDisable(GL_TEXTURE_2D);
738 glBlendFunc (GL_DST_COLOR, GL_ONE);
739 glBegin (GL_TRIANGLES);
741 glVertex2f (-5000, -5000);
742 glVertex2f (10000, -5000);
743 glVertex2f (-5000, 10000);
745 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
747 glEnable(GL_TEXTURE_2D);
748 glEnable (GL_DEPTH_TEST);
749 glEnable (GL_CULL_FACE);
752 void GL_BlendView(void)
757 if (v_blend[3] < 0.01f)
760 glMatrixMode(GL_PROJECTION);
762 glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
763 glMatrixMode(GL_MODELVIEW);
765 glDisable (GL_DEPTH_TEST);
766 glDisable (GL_CULL_FACE);
767 glDisable(GL_TEXTURE_2D);
769 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
770 glBegin (GL_TRIANGLES);
772 glColor4f (v_blend[0] * 0.5f, v_blend[1] * 0.5f, v_blend[2] * 0.5f, v_blend[3]);
774 glColor4fv (v_blend);
775 glVertex2f (-5000, -5000);
776 glVertex2f (10000, -5000);
777 glVertex2f (-5000, 10000);
780 glEnable (GL_CULL_FACE);
781 glEnable (GL_DEPTH_TEST);
783 glEnable(GL_TEXTURE_2D);
786 #define TIMEREPORT(VAR) \
787 if (r_speeds2.value)\
789 temptime = currtime;\
790 currtime = Sys_DoubleTime();\
791 VAR = (int) ((currtime - temptime) * 1000000.0);\
800 r_refdef must be set before the first call
803 extern void R_Sky(void);
804 extern void UploadLightmaps(void);
805 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];
806 void R_RenderView (void)
808 double starttime, currtime, temptime;
809 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;
810 // if (r_norefresh.value)
813 if (!r_worldentity.render.model || !cl.worldmodel)
814 Host_Error ("R_RenderView: NULL worldmodel");
816 lighthalf = gl_lightmode.value;
821 starttime = currtime = Sys_DoubleTime();
823 starttime = currtime = 0;
825 TIMEREPORT(time_clear)
827 // render normal view
839 TIMEREPORT(time_setup)
842 TIMEREPORT(time_world)
843 R_DrawEntitiesOnList1 (); // BSP models
844 TIMEREPORT(time_bmodels)
847 TIMEREPORT(time_upload)
849 skypolyrender(); // fogged sky polys, affects depth
852 R_Sky(); // does not affect depth, draws over the sky polys
856 TIMEREPORT(time_wall)
859 TIMEREPORT(time_drawdecals)
861 if (!intimerefresh && !r_speeds2.value)
862 S_ExtraUpdate (); // don't let sound get messed up if going slow
864 R_DrawEntitiesOnList2 (); // other models
865 // R_RenderDlights ();
867 TIMEREPORT(time_models)
869 TIMEREPORT(time_moveparticles)
871 TIMEREPORT(time_drawparticles)
873 TIMEREPORT(time_moveexplosions)
875 TIMEREPORT(time_drawexplosions)
878 TIMEREPORT(time_transpoly)
883 TIMEREPORT(time_blend)
886 time_total = (int) ((Sys_DoubleTime() - starttime) * 1000000.0);
887 sprintf(r_speeds2_string1, "%6i walls %6i dlitwalls %7i modeltris %7i transpoly\n", c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly);
888 sprintf(r_speeds2_string2, "BSP: %6i faces %6i nodes %6i leafs\n", c_faces, c_nodes, c_leafs);
889 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);
890 sprintf(r_speeds2_string4, "%6ius clear %6ius setup %6ius world %6ius bmodel %6ius upload", time_clear, time_setup, time_world, time_bmodels, time_upload);
891 sprintf(r_speeds2_string5, "%6ius sky %6ius wall %6ius models %6ius mpart %6ius dpart ", time_sky, time_wall, time_models, time_moveparticles, time_drawparticles);
892 sprintf(r_speeds2_string6, "%6ius mexplo %6ius dexplo %6ius decals %6ius trans %6ius blend ", time_moveexplosions, time_drawexplosions, time_drawdecals, time_transpoly, time_blend);
893 sprintf(r_speeds2_string7, "%6ius permdl %6ius total ", time_models / max(c_models, 1), time_total);