6e3f69f504
fte particle scripts are disabled (classic works). I'll fix these in the new year. Redid framestate stuff again. Slightly better now, but this is the bulk of the changes here. Reworked the renderqueue to provide batches of items instead of individual items. This cleans up the particle rendering code significantly, and is a step towards multiple concurrent particle systems. fte's scripted particles are broken as I'm trying to find a way to rework them to batch types together, rather than having to restart each batch after each particle when you have two particles in a trail. I'll fix it some time. Reworked some alias model code regarding skeletal models. Added some conceptual skeletal bone control builtins available to csqc. Currently it can query the bone names and save off animation states, but can't animate - its just not complete. Added more info to glsl custom shaders. Updated surface sorting on halflife maps to properly cope with alphaed entities, rather than just texture-based blends (q2-style). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3095 fc73d0e0-1445-4013-8a0c-d673dee63da5
39 lines
1.3 KiB
C
39 lines
1.3 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// view.h
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extern cvar_t v_gamma;
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extern cvar_t lcd_x;
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extern float v_blend[4];
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extern int gl_ztrickdisabled;
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extern qboolean r_secondaryview;
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void V_Init (void);
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void V_RenderView (void);
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float V_CalcRoll (vec3_t angles, vec3_t velocity);
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void GLV_UpdatePalette (qboolean force, double ftime);
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void SWV_UpdatePalette (qboolean force, double ftime);
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void V_ClearCShifts (void);
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qboolean V_CheckGamma (void);
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void V_AddEntity(entity_t *in);
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void VQ2_AddLerpEntity(entity_t *in);
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void V_AddAxisEntity(entity_t *in);
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void V_AddLight (vec3_t org, float quant, float r, float g, float b);
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