27typedef enum glsl_attrib_e
42typedef enum shaderlanguage_e
50typedef enum shadermode_e
73#define SHADERPERMUTATION_DIFFUSE (1u<<0)
74#define SHADERPERMUTATION_VERTEXTEXTUREBLEND (1u<<1)
75#define SHADERPERMUTATION_VIEWTINT (1u<<2)
76#define SHADERPERMUTATION_COLORMAPPING (1u<<3)
77#define SHADERPERMUTATION_SATURATION (1u<<4)
78#define SHADERPERMUTATION_FOGINSIDE (1u<<5)
79#define SHADERPERMUTATION_FOGOUTSIDE (1u<<6)
80#define SHADERPERMUTATION_FOGHEIGHTTEXTURE (1u<<7)
81#define SHADERPERMUTATION_FOGALPHAHACK (1u<<8)
82#define SHADERPERMUTATION_GAMMARAMPS (1u<<9)
83#define SHADERPERMUTATION_CUBEFILTER (1u<<10)
84#define SHADERPERMUTATION_GLOW (1u<<11)
85#define SHADERPERMUTATION_BLOOM (1u<<12)
86#define SHADERPERMUTATION_SPECULAR (1u<<13)
87#define SHADERPERMUTATION_POSTPROCESSING (1u<<14)
88#define SHADERPERMUTATION_REFLECTION (1u<<15)
89#define SHADERPERMUTATION_OFFSETMAPPING (1u<<16)
90#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1u<<17)
91#define SHADERPERMUTATION_SHADOWMAP2D (1u<<18)
92#define SHADERPERMUTATION_SHADOWMAPVSDCT (1u<<19)
93#define SHADERPERMUTATION_SHADOWMAPORTHO (1u<<20)
94#define SHADERPERMUTATION_DEFERREDLIGHTMAP (1u<<21)
95#define SHADERPERMUTATION_ALPHAKILL (1u<<22)
96#define SHADERPERMUTATION_REFLECTCUBE (1u<<23)
97#define SHADERPERMUTATION_NORMALMAPSCROLLBLEND (1u<<24)
98#define SHADERPERMUTATION_BOUNCEGRID (1u<<25)
99#define SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL (1u<<26)
100#define SHADERPERMUTATION_TRIPPY (1u<<27)
101#define SHADERPERMUTATION_DEPTHRGB (1u<<28)
102#define SHADERPERMUTATION_ALPHAGEN_VERTEX (1u<<29)
103#define SHADERPERMUTATION_SKELETAL (1u<<30)
104#define SHADERPERMUTATION_OCCLUDE (1u<<31)
105#define SHADERPERMUTATION_COUNT 32u
155typedef struct rmesh_s
178void R_FillColors(
float *out,
int verts,
float r,
float g,
float b,
float a);
183#define BOTTOM_RANGE 96
222typedef enum r_refdef_scene_type_s {
228typedef enum r_viewport_type_e
238typedef struct r_viewport_s
250 float screentodepth[2];
254typedef struct r_refdef_view_s
325typedef struct r_refdef_viewcache_s
350typedef struct r_refdef_scene_s {
395typedef struct r_refdef_s
428#define FOGMASKTABLEWIDTH 1024
444 char fog_height_texturename[64];
450 char fogheighttexturename[64];
497#define gl_solid_format 3
498#define gl_alpha_format 4
523typedef enum r_bufferdata_type_e
587void R_Stain(
const vec3_t origin,
float radius,
int cr1,
int cg1,
int cb1,
int ca1,
int cr2,
int cg2,
int cb2,
int ca2);
594typedef struct rsurfacestate_s
776void RSurf_ActiveCustomEntity(
const matrix4x4_t *matrix,
const matrix4x4_t *inversematrix,
int entflags,
double shadertime,
float r,
float g,
float b,
float a,
int numvertices,
const float *vertex3f,
const float *texcoord2f,
const float *normal3f,
const float *svector3f,
const float *tvector3f,
const float *color4f,
int numtriangles,
const int *element3i,
const unsigned short *element3s,
qbool wantnormals,
qbool wanttangents);
785#define BATCHNEED_ARRAY_VERTEX (1<< 0)
786#define BATCHNEED_ARRAY_NORMAL (1<< 1)
787#define BATCHNEED_ARRAY_VECTOR (1<< 2)
788#define BATCHNEED_ARRAY_VERTEXTINTCOLOR (1<< 3)
789#define BATCHNEED_ARRAY_VERTEXCOLOR (1<< 4)
790#define BATCHNEED_ARRAY_TEXCOORD (1<< 5)
791#define BATCHNEED_ARRAY_LIGHTMAP (1<< 6)
792#define BATCHNEED_ARRAY_SKELETAL (1<< 7)
793#define BATCHNEED_NOGAPS (1<< 8)
794#define BATCHNEED_ALWAYSCOPY (1<< 9)
795#define BATCHNEED_ALLOWMULTIDRAW (1<<10)
800void R_DecalSystem_SplatEntities(
const vec3_t org,
const vec3_t normal,
float r,
float g,
float b,
float a,
float s1,
float t1,
float s2,
float t2,
float size);
802typedef enum rsurfacepass_e
817typedef struct r_rendertarget_s {
847typedef struct r_waterstate_waterplane_s
861typedef struct r_waterstate_s
871 float screenscale[2];
872 float screencenter[2];
881typedef struct r_framebufferstate_s
891 float ghosttexcoord2f[8];
896 float offsettexcoord2f[8];
GLenum GLenum GLuint texture
GLenum GLsizei GLsizei height
GLint GLenum GLint GLint y
GLsizeiptr const GLvoid * data
#define MAX_WATERPLANES
max number of water planes visible (each one causes additional view renders)
#define MAX_LIGHTSTYLES
max flickering light styles in level (note: affects savegame format)
#define MAX_DLIGHTS
max number of dynamic lights (rocket flashes, etc) in scene at once
#define MAX_OCCLUSION_QUERIES
max number of query objects that can be used in one frame
#define Q3WAVEFUNC_USER_COUNT
rtexture_t * r_texture_whitecube
r_meshbuffer_t * R_BufferData_Store(size_t size, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
request space in a vertex/index/uniform buffer for the chosen data, returns the buffer pointer and of...
void R_FrameData_SetMark(void)
set a marker that allows you to discard the following temporary memory allocations
void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
cvar_t r_shadows_castfrombmodels
rtexture_t * r_shadow_attenuation2dtexture
r_bufferdata_type_t
enum of the various types of hardware buffer object used in rendering note that the r_buffermegs[] ar...
@ R_BUFFERDATA_COUNT
uniform buffer
@ R_BUFFERDATA_UNIFORM
index buffer - 32bit (because D3D cares)
@ R_BUFFERDATA_INDEX32
index buffer - 16bit (because D3D cares)
@ R_BUFFERDATA_INDEX16
vertex buffer
cvar_t r_shadows_shadowmapbias
void R_GLSL_Restart_f(cmd_state_t *cmd)
void R_SetupShader_Generic_NoTexture(qbool usegamma, qbool notrippy)
void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
qbool R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
skinframe_t * R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
float r_shadow_modelshadowmap_parameters[4]
void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
r_rendertarget_t * R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qbool depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
cvar_t r_shadows_drawafterrtlighting
void R_RenderView_UpdateViewVectors(void)
void R_FrameData_ReturnToMark(void)
discard recent memory allocations (rewind to marker)
void R_FrameData_Reset(void)
free all R_FrameData memory
skinframe_t * R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qbool sRGB)
rtexture_t * r_shadow_attenuation3dtexture
void R_Shadow_EditLights_DrawSelectedLightProperties(void)
cvar_t r_q1bsp_lightmap_updates_enabled
void R_DecalSystem_Reset(decalsystem_t *decalsystem)
unsigned int r_maxqueries
float RSurf_FogVertex(const float *v)
rtexture_t * r_texture_grey128
rtexture_t * r_shadow_prepassgeometrynormalmaptexture
rtexture_t * r_shadow_prepasslightingdiffusetexture
void R_SetupShader_DepthOrShadow(qbool notrippy, qbool depthrgb, qbool skeletal)
void R_DrawParticles(void)
rtexture_t * r_texture_fogattenuation
void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
qbool R_AnimCache_GetEntity(entity_render_t *ent, qbool wantnormals, qbool wanttangents)
get the skeletal data or cached animated mesh data for an entity (optionally with normals and tangent...
rtexture_t * r_shadow_prepasslightingspeculartexture
void R_DrawExplosions(void)
cvar_t r_transparent_sortmaxdist
void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
cvar_t r_smoothnormals_areaweighting
void R_SkinFrame_PrepareForPurge(void)
void R_SetupShader_Generic(rtexture_t *t, qbool usegamma, qbool notrippy, qbool suppresstexalpha)
cvar_t r_shadows_throwdirection
cvar_t r_transparent_useplanardistance
rtexture_t * r_texture_black
void RSurf_DrawBatch(void)
int r_textureframe
used only by R_GetCurrentTexture, incremented per view and per UI render
cvar_t r_glsl_deluxemapping
cvar_t r_q1bsp_lightmap_updates_hidden_surfaces
void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
qbool r_shadow_shadowmapvsdct
void R_Explosion_Init(void)
r_refdef_scene_t * R_GetScenePointer(r_refdef_scene_type_t scenetype)
void R_FillColors(float *out, int verts, float r, float g, float b, float a)
void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
void R_BufferData_NewFrame(void)
begin a new frame (recycle old buffers)
qbool r_shadow_usingdeferredprepass
void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
cvar_t r_showcollisionbrushes_polygonfactor
rtexture_t * r_shadow_viewdepthtexture
shadermode_t
this enum selects which of the glslshadermodeinfo entries should be used
@ SHADERMODE_DEFERREDGEOMETRY
(deferred) render material properties to screenspace geometry buffers
@ SHADERMODE_FLATCOLOR
(lightmap) modulate texture by uniform color (q1bsp, q3bsp)
@ SHADERMODE_LIGHTDIRECTION
(lightmap) use directional pixel shading from fixed light direction (q3bsp)
@ SHADERMODE_VERTEXCOLOR
(lightmap) modulate texture by vertex colors (q3bsp)
@ SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE
(lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp d...
@ SHADERMODE_LIGHTMAP
(lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
@ SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP
@ SHADERMODE_GENERIC
(particles/HUD/etc) vertex color, optionally multiplied by one texture
@ SHADERMODE_POSTPROCESS
postprocessing shader (r_glsl_postprocess)
@ SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE
(lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp...
@ SHADERMODE_DEFERREDLIGHTSOURCE
(deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
@ SHADERMODE_WATER
refract background and reflection (the material is rendered normally after this pass)
@ SHADERMODE_DEPTH_OR_SHADOW
(depthfirst/shadows) vertex shader only
@ SHADERMODE_LIGHTSOURCE
(lightsource) use directional pixel shading from light source (rtlight)
@ SHADERMODE_LIGHTGRID
(lightmap) use directional pixel shading from lightgrid data (q3bsp)
@ SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR
@ SHADERMODE_REFRACTION
refract background (the material is rendered normally after this pass)
int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
float RSurf_FogPoint(const float *v)
#define FOGMASKTABLEWIDTH
void SHOWLMP_decodehide(void)
skinframe_t * R_SkinFrame_LoadExternal(const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
cvar_t r_q1bsp_lightmap_updates_combine_full_texture
rtexture_t * r_shadow_attenuationgradienttexture
rtexture_t * r_texture_notexture
void R_HDR_UpdateIrisAdaptation(const vec3_t point)
r_framebufferstate_t r_fb
skinframe_t * R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qbool sRGB)
void R_Model_Sprite_Draw(entity_render_t *ent)
void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
void R_UpdateVariables(void)
void * R_FrameData_Alloc(size_t size)
allocate some temporary memory for your purposes
skinframe_t * R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qbool add)
void R_TimeReport(const char *name)
void R_RenderTarget_FreeUnused(qbool force)
float r_shadow_lightshadowmap_parameters[4]
skinframe_t * R_SkinFrame_LoadNoTexture(void)
void SCR_DrawConsole(void)
qbool r_shadow_usingshadowmap2d
void R_Water_AddWaterPlane(msurface_t *surface, int entno)
rtexture_t * r_shadow_prepassgeometrydepthbuffer
const float r_screenvertex3f[12]
vertex coordinates for a quad that covers the screen exactly
void R_SkinFrame_Purge(void)
void SHOWLMP_decodeshow(void)
mempool_t * r_main_mempool
@ R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP
@ R_VIEWPORTTYPE_PERSPECTIVECUBESIDE
@ R_VIEWPORTTYPE_PERSPECTIVE
unsigned int r_numqueries
rtexture_t * r_texture_blanknormalmap
cvar_t r_transparent_sortsurfacesbynearest
texture_t * R_GetCurrentTexture(texture_t *t)
void R_LightningBeams_Init(void)
cvar_t r_glsl_offsetmapping
float r_shadow_lightshadowmap_texturescale[4]
rtexture_t * r_texture_fogheighttexture
void R_AnimCache_Free(void)
free all R_AnimCache memory
void R_SelectScene(r_refdef_scene_type_t scenetype)
rtexture_t * r_shadow_viewcolortexture
void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface, int combine)
void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
void RSurf_SetupDepthAndCulling(bool ui)
void R_View_WorldVisibility(qbool forcenovis)
svbsp_t r_svbsp
shadow volume bsp struct with automatically growing nodes buffer
cvar_t r_shadows_shadowmapscale
rtexture_t * R_GetCubemap(const char *basename)
qbool R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
int r_shadow_prepass_width
cvar_t r_transparent_sortarraysize
qbool R_CompileShader_CheckStaticParms(void)
qbool r_shadow_usingshadowmaportho
cvar_t r_showparticleedges
skinframe_t * R_SkinFrame_FindNextByName(skinframe_t *last, const char *name)
void R_AnimCache_ClearCache(void)
clear the animcache pointers on all known render entities
void CL_VM_DrawHud(double frametime)
void R_DebugLine(vec3_t start, vec3_t end)
void R_Shadow_UpdateBounceGridTexture(void)
void R_SkinFrame_PurgeSkinFrame(skinframe_t *skinframe)
cvar_t developer_texturelogging
void R_CalcBeam_Vertex3f(float *vert, const float *org1, const float *org2, float width)
cvar_t r_glsl_offsetmapping_lod
rtexture_t * r_shadow_shadowmapvsdcttexture
void R_BufferData_Reset(void)
free all dynamic vertex/index/uniform buffers
void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
cvar_t r_glsl_offsetmapping_scale
void RSurf_UploadBuffersForBatch(void)
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
cvar_t r_shadows_throwdistance
void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedepth, qbool depthonly, qbool debug, qbool prepass, qbool ui)
void SHOWLMP_drawall(void)
cvar_t r_transparent_sortmindist
rtexture_t * r_shadow_shadowmap2ddepthtexture
skinframe_t * R_SkinFrame_LoadMissing(void)
void R_SetupView(qbool allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
cvar_t r_showcollisionbrushes
void RSurf_ActiveModelEntity(const entity_render_t *ent, qbool wantnormals, qbool wanttangents, qbool prepass)
skinframe_t * R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
void R_NewExplosion(const vec3_t org)
matrix4x4_t r_shadow_shadowmapmatrix
void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
cvar_t r_transparent_alphatocoverage
int r_shadow_prepass_height
void R_FrameData_NewFrame(void)
prepare for a new frame, recycles old buffers if a resize occurred previously
cvar_t r_glsl_offsetmapping_reliefmapping
void R_Textures_Init(void)
cvar_t r_showcollisionbrushes_polygonoffset
cvar_t r_showdisabledepthtest
rtexture_t * r_shadow_shadowmap2ddepthbuffer
qbool CL_VM_UpdateView(double frametime)
void LoadFont(qbool override, const char *name, dp_font_t *fnt, float scale, float voffset)
void Mod_RenderInit(void)
cvar_t r_q3bsp_renderskydepth
void R_Particles_Init(void)
qbool R_CullFrustum(const vec3_t mins, const vec3_t maxs)
void R_DecalSystem_SplatEntities(const vec3_t org, const vec3_t normal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float size)
cvar_t r_q1bsp_lightmap_updates_combine
void R_Stain(const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
void R_SetupShader_Surface(const float ambientcolor[3], const float diffusecolor[3], const float specularcolor[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qbool notrippy, qbool ui)
void R_SkyStartFrame(void)
@ RSURFPASS_DEFERREDGEOMETRY
rtexture_t * r_texture_white
rtexture_t * r_texture_normalizationcube
void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
int R_SetSkyBox(const char *sky)
void * R_FrameData_Store(size_t size, void *data)
allocate some temporary memory and copy this data into it
dp_font_t * FindFont(const char *title, qbool allocate_new)
void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qbool wantnormals, qbool wanttangents)
cvar_t r_glsl_offsetmapping_lod_distance
skinframe_t * R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
void R_AnimCache_CacheVisibleEntities(void)
generate animcache data for all entities marked visible
void gl_backend_init(void)
unsigned int r_queries[MAX_OCCLUSION_QUERIES]
float r_shadow_modelshadowmap_texturescale[4]
command interpreter state - the tokenizing and execution of commands, as well as pointers to which cv...
describes the textures to use on a range of triangles in the model, and mins/maxs (AABB) for culling.
memexpandablearray_t rendertargets
r_rendertarget_t * rt_bloom
rtexture_t * ghosttexture
r_rendertarget_t * rt_screen
entity_render_t * tempentities
field of temporary entities that is reset each (client) frame
entity_render_t ** entities
renderable entities (excluding world)
model_t * worldmodel
same as worldentity->model
entity_render_t * worldentity
the world
double time
(client gameworld) time for rendering time based effects
float fog_height_texcoordscale
r_refdef_viewcache_t viewcache
float fog_height_tablescale
double lastdrawscreentime
float fogmasktabledistmultiplier
unsigned char * fog_height_table1d
unsigned char * fog_height_table2d
qbool clear
whether to call R_ClearScreen before rendering stuff
qbool usecustompvs
uses r_refdef.viewcache.pvsbits as-is rather than computing it
float colorscale
global RGB color multiplier for rendering
float quality
render quality (0 to 1) - affects r_drawparticles_drawdistance and others
int useperspective
if turned off it renders an ortho view
qbool isoverlay
if true, don't clear or do any post process effects (bloom, etc)
r_viewport_t viewport
note: if r_viewscale is used, the viewport.width and viewport.height may be less than width and heigh...
qbool ismain
if true, this is the MAIN view (which is, after CSQC, copied into the scene for use e....
matrix4x4_t inverse_matrix
int usevieworiginculling
allows visibility culling based on the view origin (e.g.
unsigned char * world_leafvisible
unsigned char * world_pvsbits
qbool world_novis
if true, the view is currently in a leaf without pvs data
unsigned char * world_surfacevisible
unsigned char * entityvisible
which entities are currently visible for this viewpoint (the used range is 0...r_refdef....
qbool depthisrenderbuffer
rtexture_t * depthtexture
matrix4x4_t projectmatrix
actual projection matrix (transforms from viewspace to screen)
matrix4x4_t viewmatrix
actual matrix for rendering (transforms to viewspace)
matrix4x4_t cameramatrix
from entity (transforms from camera entity to world)
r_rendertarget_t * rt_refraction
r_rendertarget_t * rt_camera
r_rendertarget_t * rt_reflection
float * texcoordlightmap2f
int batchskeletalindex4ub_bufferoffset
int batchvertex3f_bufferoffset
int modelskeletalweight4ub_bufferoffset
float * modellightmapcolor4f
unsigned short * batchelement3s
const msurface_t * modelsurfaces
float * entityskeletaltransform3x4
unsigned char * modelskeletalindex4ub
const rtlight_t * rtlight
const msurface_t ** batchmultidrawsurfacelist
int modeltvector3f_bufferoffset
int batchskeletalweight4ub_bufferoffset
int batchelement3s_bufferoffset
float * batchtexcoordlightmap2f
float * batchtexcoordtexture2f
int batchelement3i_bufferoffset
int modelelement3i_bufferoffset
const r_meshbuffer_t * batchtexcoordlightmap2f_vertexbuffer
int modelsvector3f_bufferoffset
unsigned short * modelelement3s
matrix4x4_t entitytolight
rtexture_t * lightmaptexture
int batchtexcoordlightmap2f_bufferoffset
int modeltexcoordlightmap2f_bufferoffset
int * modellightmapoffsets
const r_meshbuffer_t * modellightmapcolor4f_vertexbuffer
int modelelement3s_bufferoffset
matrix4x4_t entitytoattenuationz
int batchnormal3f_bufferoffset
unsigned char * batchskeletalindex4ub
const r_meshbuffer_t * batchlightmapcolor4f_vertexbuffer
const r_meshbuffer_t * modeltexcoordlightmap2f_vertexbuffer
const r_meshbuffer_t * batchsvector3f_vertexbuffer
qbool modelgeneratedvertex
float fogmasktabledistmultiplier
float * modeltexcoordtexture2f
int modellightmapcolor4f_bufferoffset
const r_meshbuffer_t * batchtvector3f_vertexbuffer
rtexture_t * deluxemaptexture
int batchlightmapcolor4f_bufferoffset
const r_meshbuffer_t * entityskeletaltransform3x4buffer
unsigned char * modelskeletalweight4ub
const r_meshbuffer_t * modelvertex3f_vertexbuffer
const r_meshbuffer_t * batchvertex3f_vertexbuffer
const r_meshbuffer_t * modelnormal3f_vertexbuffer
int modelnormal3f_bufferoffset
int entityskeletaltransform3x4size
const r_meshbuffer_t * modelelement3s_indexbuffer
int batchtvector3f_bufferoffset
int entityskeletaltransform3x4offset
const r_meshbuffer_t * modeltvector3f_vertexbuffer
const r_meshbuffer_t * batchtexcoordtexture2f_vertexbuffer
int modelskeletalindex4ub_bufferoffset
const r_meshbuffer_t * batchskeletalweight4ub_vertexbuffer
int entityskeletalnumtransforms
const r_meshbuffer_t * batchskeletaltransform3x4buffer
int batchskeletalnumtransforms
const r_meshbuffer_t * batchelement3i_indexbuffer
float * modeltexcoordlightmap2f
int modelvertex3f_bufferoffset
int batchskeletaltransform3x4size
const r_meshbuffer_t * batchnormal3f_vertexbuffer
int modeltexcoordtexture2f_bufferoffset
const r_meshbuffer_t * modelskeletalindex4ub_vertexbuffer
matrix4x4_t entitytoattenuationxyz
int batchskeletaltransform3x4offset
int batchmultidrawnumsurfaces
unsigned char * batchskeletalweight4ub
const r_meshbuffer_t * modelelement3i_indexbuffer
const r_meshbuffer_t * modelsvector3f_vertexbuffer
qbool forcecurrenttextureupdate
const r_meshbuffer_t * modelskeletalweight4ub_vertexbuffer
float * batchskeletaltransform3x4
int batchsvector3f_bufferoffset
int batchtexcoordtexture2f_bufferoffset
matrix4x4_t inversematrix
const r_meshbuffer_t * batchelement3s_indexbuffer
const r_meshbuffer_t * batchskeletalindex4ub_vertexbuffer
qbool batchgeneratedvertex
float * batchlightmapcolor4f
const r_meshbuffer_t * modeltexcoordtexture2f_vertexbuffer