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functions.h
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functions.h
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int R_LightPoint (vec3_t p);
void GL_SubdivideSurface (msurface_t *fa);
void GL_MakeAliasModelDisplayLists (model_t *m, aliashdr_t *hdr);
void R_DrawBrushModel (entity_t *e);
void R_DrawBrush (model_t *surf, float *modeorg); //used by r_drawburshmodel and sky draing
void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
void R_AnimateLight (void);
void V_CalcBlend (void);
void R_DrawWorld (void);
void R_RenderDlights (void);
void R_DrawParticles (void);
void R_DrawAliasModel (entity_t *e);
void R_DrawSpriteModel (entity_t *e);
void R_InitParticles (void);
void R_ClearParticles (void);
void R_ClearBeams (void);
void GL_BuildLightmaps (void);
void EmitWaterPolys (msurface_t *fa);
void EmitSkyPolys (msurface_t *fa);
void EmitBothSkyLayers (msurface_t *fa);
void R_DrawWaterChain (msurface_t *s);
void R_DrawSkyChain (msurface_t *s);
bool R_CullBox (vec3_t mins, vec3_t maxs);
bool SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace);
void R_MarkLights (dlight_t *light, int bit, mnode_t *node);
void R_RotateForEntity (entity_t *e);
void R_BlendedRotateForEntity (entity_t *e);
void R_BlendedRotateRotateForEntity (entity_t *e);
void R_StoreEfrags (efrag_t **ppefrag);
void GL_Set2D (void);