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fteqw/engine/client/view.h
Spoike 1693ba6c58 revamped fog to use glsl. shouldn't harm framerate quite so much.
tweeked d3d renderer. certain shader constructs might be broken now so don't try q3 with it, but framerates are up when playing quake.
tweeked gl rendering too, timedemo results seem a little higher also.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3933 fc73d0e0-1445-4013-8a0c-d673dee63da5
2011-12-23 03:12:29 +00:00

37 lines
1.2 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// view.h
extern cvar_t v_gamma;
extern cvar_t lcd_x;
extern float sw_blend[4];
extern float hw_blend[4];
extern qboolean r_secondaryview;
void V_Init (void);
void V_RenderView (void);
float V_CalcRoll (vec3_t angles, vec3_t velocity);
void V_UpdatePalette (qboolean force);
void V_ClearCShifts (void);
entity_t *V_AddEntity(entity_t *in);
void VQ2_AddLerpEntity(entity_t *in);
void V_AddAxisEntity(entity_t *in);
int V_AddLight (int entsource, vec3_t org, float quant, float r, float g, float b);