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11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
21 #define MAX_RENDER_SEGS 500
22 #define OBJS_PER_SEG 5
23 #define N_EXTRA_OBJ_LISTS 50
25 extern int Clear_window; // 1 = Clear whole background window, 2 = clear view portals into rest of world, 0 = no clear
27 void render_frame(fix eye_offset, int window_num); //draws the world into the current canvas
29 //cycle the flashing light for when mine destroyed
32 int find_seg_side_face(short x,short y,int *seg,int *side,int *face,int *poly);
34 //these functions change different rendering parameters
35 //all return the new value of the parameter
37 //how may levels deep to render
38 int inc_render_depth(void);
39 int dec_render_depth(void);
40 int reset_render_depth(void);
42 //how many levels deep to render in perspective
43 int inc_perspective_depth(void);
44 int dec_perspective_depth(void);
45 int reset_perspective_depth(void);
48 int toggle_outline_mode(void);
49 int toggle_show_only_curside(void);
51 // When any render function needs to know what's looking at it, it should access
52 // Render_viewer_object members.
53 extern fix Render_zoom; //the player's zoom factor
55 //This is used internally to render_frame(), but is included here so AI
56 //can use it for its own purposes.
57 extern char visited[MAX_SEGMENTS];
59 extern int N_render_segs;
60 extern short Render_list[MAX_RENDER_SEGS];
63 extern int Render_only_bottom;
67 //Set the following to turn on player head turning
68 extern int Use_player_head_angles;
70 //If the above flag is set, these angles specify the orientation of the head
71 extern vms_angvec Player_head_angles;
74 // Routines for conditionally rotating & projecting points
77 //This must be called at the start of the frame if rotate_list() will be used
78 void render_start_frame(void);
80 //Given a lit of point numbers, rotate any that haven't been rotated this frame
81 g3s_codes rotate_list(int nv,short *pointnumlist);
83 //Given a lit of point numbers, project any that haven't been projected
84 void project_list(int nv,short *pointnumlist);
86 extern void render_mine(int start_seg_num,fix eye_offset, int window_num);
88 extern void update_rendered_data(int window_num, object *viewer, int rear_view_flag, int user);