/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code 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 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #pragma hdrstop #include "precompiled.h" #include "tr_local.h" idRenderEntityLocal::idRenderEntityLocal() { memset( &parms, 0, sizeof( parms ) ); memset( modelMatrix, 0, sizeof( modelMatrix ) ); world = NULL; index = 0; lastModifiedFrameNum = 0; archived = false; dynamicModel = NULL; dynamicModelFrameCount = 0; cachedDynamicModel = NULL; localReferenceBounds = bounds_zero; globalReferenceBounds = bounds_zero; viewCount = 0; viewEntity = NULL; decals = NULL; overlays = NULL; entityRefs = NULL; firstInteraction = NULL; lastInteraction = NULL; needsPortalSky = false; } void idRenderEntityLocal::FreeRenderEntity() { } void idRenderEntityLocal::UpdateRenderEntity( const renderEntity_t* re, bool forceUpdate ) { } void idRenderEntityLocal::GetRenderEntity( renderEntity_t* re ) { } void idRenderEntityLocal::ForceUpdate() { } int idRenderEntityLocal::GetIndex() { return index; } void idRenderEntityLocal::ProjectOverlay( const idPlane localTextureAxis[2], const idMaterial* material ) { } void idRenderEntityLocal::RemoveDecals() { } //====================================================================== idRenderLightLocal::idRenderLightLocal() { memset( &parms, 0, sizeof( parms ) ); memset( lightProject, 0, sizeof( lightProject ) ); lightHasMoved = false; world = NULL; index = 0; areaNum = 0; lastModifiedFrameNum = 0; archived = false; lightShader = NULL; falloffImage = NULL; globalLightOrigin = vec3_zero; viewCount = 0; viewLight = NULL; references = NULL; foggedPortals = NULL; firstInteraction = NULL; lastInteraction = NULL; baseLightProject.Zero(); inverseBaseLightProject.Zero(); } void idRenderLightLocal::FreeRenderLight() { } void idRenderLightLocal::UpdateRenderLight( const renderLight_t* re, bool forceUpdate ) { } void idRenderLightLocal::GetRenderLight( renderLight_t* re ) { } void idRenderLightLocal::ForceUpdate() { } int idRenderLightLocal::GetIndex() { return index; }