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https://git.code.sf.net/p/quake/quakeforge-old
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581 lines
15 KiB
C
581 lines
15 KiB
C
/*
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gl_rmisc.c
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(description)
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Please see the file "AUTHORS" for a list of contributors
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#include <qtypes.h>
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#include <quakedef.h>
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#include <glquake.h>
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#include <cvar.h>
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#include <console.h>
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#include <sys.h>
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#include <lib_replace.h>
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#include <cmd.h>
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void R_InitBubble();
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void R_FireColor_f(void);
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extern cvar_t *r_clearcolor;
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/*
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==================
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R_InitTextures
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==================
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*/
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void
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R_InitTextures ( void )
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{
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int x,y, m;
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byte *dest;
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// create a simple checkerboard texture for the default
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r_notexture_mip = Hunk_AllocName (sizeof(texture_t) + 16*16+8*8+4*4+2*2, "notexture");
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r_notexture_mip->width = r_notexture_mip->height = 16;
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r_notexture_mip->offsets[0] = sizeof(texture_t);
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r_notexture_mip->offsets[1] = r_notexture_mip->offsets[0] + 16*16;
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r_notexture_mip->offsets[2] = r_notexture_mip->offsets[1] + 8*8;
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r_notexture_mip->offsets[3] = r_notexture_mip->offsets[2] + 4*4;
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for (m=0 ; m<4 ; m++)
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{
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dest = (byte *)r_notexture_mip + r_notexture_mip->offsets[m];
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for (y=0 ; y< (16>>m) ; y++)
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for (x=0 ; x< (16>>m) ; x++)
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{
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if ( (y< (8>>m) ) ^ (x< (8>>m) ) )
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*dest++ = 0;
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else
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*dest++ = 0xff;
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}
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}
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}
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byte dottexture[8][8] =
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{
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{0,1,1,0,0,0,0,0},
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{1,1,1,1,0,0,0,0},
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{1,1,1,1,0,0,0,0},
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{0,1,1,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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};
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void
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R_InitParticleTexture ( void )
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{
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int x,y;
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byte data[8][8][4];
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//
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// particle texture
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//
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particletexture = texture_extension_number++;
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GL_Bind(particletexture);
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for (x=0 ; x<8 ; x++)
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{
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for (y=0 ; y<8 ; y++)
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{
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data[y][x][0] = 255;
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data[y][x][1] = 255;
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data[y][x][2] = 255;
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data[y][x][3] = dottexture[x][y]*255;
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}
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}
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glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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/*
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===============
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R_Envmap_f
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Grab six views for environment mapping tests
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===============
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*/
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void
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R_Envmap_f ( void )
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{
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byte buffer[256*256*4];
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glDrawBuffer (GL_FRONT);
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glReadBuffer (GL_FRONT);
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envmap = true;
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r_refdef.vrect.x = 0;
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r_refdef.vrect.y = 0;
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r_refdef.vrect.width = 256;
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r_refdef.vrect.height = 256;
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r_refdef.viewangles[0] = 0;
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r_refdef.viewangles[1] = 0;
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r_refdef.viewangles[2] = 0;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env0.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[1] = 90;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env1.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[1] = 180;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env2.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[1] = 270;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env3.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[0] = -90;
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r_refdef.viewangles[1] = 0;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env4.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[0] = 90;
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r_refdef.viewangles[1] = 0;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env5.rgb", buffer, sizeof(buffer));
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envmap = false;
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glDrawBuffer (GL_BACK);
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glReadBuffer (GL_BACK);
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GL_EndRendering ();
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}
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/*
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===============
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R_Init
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===============
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*/
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void
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R_Init ( void )
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{
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#ifndef QUAKEWORLD
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extern cvar_t *gl_finish;
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#endif /* QUAKEWORLD */
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Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
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Cmd_AddCommand ("envmap", R_Envmap_f);
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Cmd_AddCommand ("pointfile", R_ReadPointFile_f);
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Cmd_AddCommand ("r_firecolor", R_FireColor_f);
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r_norefresh = Cvar_Get ("r_norefresh", "0", CVAR_NONE,
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"None");
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r_lightmap = Cvar_Get ("r_lightmap", "0", CVAR_NONE,
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"None");
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r_fullbright = Cvar_Get ("r_fullbright", "0", CVAR_NONE,
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"Toggles whether light shading is in effect");
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r_drawentities = Cvar_Get ("r_drawentities", "1", CVAR_NONE,
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"Toggles drawing of doors, monsters, etc");
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r_drawviewmodel = Cvar_Get ("r_drawviewmodel", "1", CVAR_NONE,
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"Toggles drawing of your weapon");
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r_shadows = Cvar_Get ("r_shadows", "0", CVAR_NONE,
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"None");
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#ifdef EXPERIMENTAL
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// FIXME: Change these back to 1 .. --KB
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r_interpanimation = Cvar_Get ("r_interpanimation", "0", CVAR_ARCHIVE,
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"toggles interpolation of model animation");
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r_interptransform = Cvar_Get ("r_interptransform", "0", CVAR_ARCHIVE,
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"toggles interpolation of model transformation");
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#endif
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r_wateralpha = Cvar_Get ("r_wateralpha", "1", CVAR_NONE,
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"Alpha value for water textures, valid range is "
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"between 0 and 1. Leave it at 1 unless you have "
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"maps which are vis'd for wateralpha.");
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r_dynamic = Cvar_Get ("r_dynamic", "1", CVAR_NONE,
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"Toggles dynamic lighting");
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r_novis = Cvar_Get ("r_novis", "0", CVAR_NONE,
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"Toggles whether or not to ignore vis information. "
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"Leave it at 0 to avoid a nasty FPS hit.");
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r_speeds = Cvar_Get ("r_speeds", "0", CVAR_NONE,
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"Toggles display of drawing time");
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#ifdef QUAKEWORLD
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r_netgraph = Cvar_Get ("r_netgraph", "0", CVAR_NONE,
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"Toggles the netgraph");
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#endif /* QUAKEWORLD */
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r_fog = Cvar_Get ("r_fog", "0", CVAR_NONE,
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"The amount og global fog to apply. Values larger "
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"than 0.0005 don't look very good.");
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r_waterwarp = Cvar_Get ("r_waterwarp", "0", CVAR_NONE,
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"Toggles whether surfaces are warped when in a liquid");
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r_volfog = Cvar_Get ("r_volfog", "0", CVAR_NONE,
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"volumetric fog - don't use this yet");
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r_waterripple = Cvar_Get ("r_waterripple", "0", CVAR_NONE,
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"The amount of ripple to add to liquid surfaces, "
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"values of 5 to 8 or so seem to work well, works "
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"best with maps which are vised for wateralpha");
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r_clearcolor = Cvar_Get ("r_clearcolor", "2", 0,
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"this is the color of \"void space\"");
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r_sky = Cvar_Get ("r_sky", "0", CVAR_NONE,
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"Toggles skyboxes");
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r_skyname = Cvar_Get ("r_skyname", "sky", CVAR_NONE,
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"Sets the name of the current skybox");
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gl_clear = Cvar_Get ("gl_clear", "0", CVAR_NONE,
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"Toggles whether or not to clear void space");
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gl_texsort = Cvar_Get ("gl_texsort", "1", CVAR_NONE,
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"None");
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if (gl_mtexable)
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Cvar_Set (gl_texsort, "0");
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gl_cull = Cvar_Get ("gl_cull", "1", CVAR_NONE,
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"None");
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gl_smoothmodels = Cvar_Get ("gl_smoothmodels", "1", CVAR_NONE,
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"None");
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gl_affinemodels = Cvar_Get ("gl_affinemodels", "0", CVAR_NONE,
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"None");
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gl_polyblend = Cvar_Get ("gl_polyblend", "1", CVAR_NONE,
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"None");
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gl_flashblend = Cvar_Get ("gl_flashblend", "1", CVAR_NONE,
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"Toggles whether or not to use flashblend effect "
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"for dynamic lights. Turning this off looks very "
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"cool, but can cost a few FPS for the effect");
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gl_playermip = Cvar_Get ("gl_playermip", "0", CVAR_NONE,
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"None");
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gl_nocolors = Cvar_Get ("gl_nocolors", "0", CVAR_NONE,
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"None");
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gl_finish = Cvar_Get ("gl_finish", "0", CVAR_NONE,
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"None");
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gl_particles = Cvar_Get ("gl_particles", "1", CVAR_ARCHIVE,
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"Toggles and sets the size of particles");
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gl_fires = Cvar_Get ("gl_fires", "0", CVAR_ARCHIVE,
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"Toggles lavaball and rocket fireballs");
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gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions", "1", CVAR_NONE,
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"None");
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R_InitBubble();
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gl_doubleeyes = Cvar_Get ("gl_doubleeyes", "1", CVAR_ARCHIVE,
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"None");
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R_InitParticles ();
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R_InitParticleTexture ();
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#ifdef GLTEST
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Test_Init ();
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#endif
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#ifdef QUAKEWORLD
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netgraphtexture = texture_extension_number;
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texture_extension_number++;
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#endif /* QUAKEWORLD */
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playertextures = texture_extension_number;
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#ifdef QUAKEWORLD
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texture_extension_number += MAX_CLIENTS;
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#else /* not QUAKEWORLD */
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texture_extension_number += 16;
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#endif /* QUAKEWORLD */
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}
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/*
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R_TranslatePlayerSkin
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Translate a skin texture by the per-player color lookup
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*/
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void
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R_TranslatePlayerSkin ( int playernum )
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{
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int top, bottom;
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byte translate[256];
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unsigned translate32[256];
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int i, j;
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byte *original;
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unsigned pixels[512*256], *out;
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unsigned scaled_width, scaled_height;
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int inwidth, inheight;
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int tinwidth, tinheight;
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byte *inrow;
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unsigned frac, fracstep;
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#ifdef QUAKEWORLD
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player_info_t *player;
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extern byte player_8bit_texels[320*200];
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char s[512];
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#else
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aliashdr_t *paliashdr;
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model_t *model;
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int s;
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#endif
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GL_DisableMultitexture();
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#ifdef QUAKEWORLD
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player = &cl.players[playernum];
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if (!player->name[0])
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return;
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strcpy(s, Info_ValueForKey(player->userinfo, "skin"));
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COM_StripExtension(s, s);
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if (player->skin && !stricmp(s, player->skin->name))
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player->skin = NULL;
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if (player->_topcolor != player->topcolor ||
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player->_bottomcolor != player->bottomcolor || !player->skin) {
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player->_topcolor = player->topcolor;
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player->_bottomcolor = player->bottomcolor;
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top = bound (0, player->topcolor, 13);
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bottom = bound (0, player->bottomcolor, 13);
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top *= 16;
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bottom *= 16;
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#elif UQUAKE
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{
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top = cl.scores[playernum].colors & 0xf0;
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bottom = (cl.scores[playernum].colors &15)<<4;
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#endif
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for (i=0 ; i<256 ; i++)
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translate[i] = i;
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for (i=0 ; i<16 ; i++) {
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if (top < 128) // the artists made some backwards ranges. sigh.
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translate[TOP_RANGE+i] = top+i;
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else
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translate[TOP_RANGE+i] = top+15-i;
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if (bottom < 128)
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translate[BOTTOM_RANGE+i] = bottom+i;
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else
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translate[BOTTOM_RANGE+i] = bottom+15-i;
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}
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//
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// locate the original skin pixels
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//
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#ifdef QUAKEWORLD
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// real model width
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tinwidth = 296;
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tinheight = 194;
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if (!player->skin)
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Skin_Find(player);
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original = Skin_Cache(player->skin);
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if (original) { // skin data width
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inwidth = 320;
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inheight = 200;
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} else {
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original = player_8bit_texels;
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inwidth = tinwidth;
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inheight = tinheight;
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}
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#else // UQUAKE
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currententity = &cl_entities[1+playernum];
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model = currententity->model;
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if ( !model )
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return; // player doesn't have a model yet
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if ( model->type != mod_alias )
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return; // only translate skins on alias models
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paliashdr = (aliashdr_t *)Mod_Extradata (model);
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s = paliashdr->skinwidth * paliashdr->skinheight;
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if (currententity->skinnum < 0 || currententity->skinnum >= paliashdr->numskins) {
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Con_DPrintf("(%d): Invalid player skin #%d\n", playernum, currententity->skinnum);
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original = (byte *)paliashdr + paliashdr->texels[0];
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} else
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original = (byte *)paliashdr + paliashdr->texels[currententity->skinnum];
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if (s & 3)
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Sys_Error ("R_TranslateSkin: s&3");
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tinwidth = inwidth = paliashdr->skinwidth;
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tinheight = inheight = paliashdr->skinheight;
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#endif
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// because this happens during gameplay, do it fast
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// instead of sending it through gl_upload 8
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GL_Bind(playertextures + playernum);
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scaled_width = min (gl_max_size->value, 512);
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scaled_height = min (gl_max_size->value, 256);
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// allow users to crunch sizes down even more if they want
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scaled_width >>= (int)gl_playermip->value;
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scaled_height >>= (int)gl_playermip->value;
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if ( VID_Is8bit() ) { // 8bit texture upload
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byte *out2;
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out2 = (byte *)pixels;
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memset(pixels, 0, sizeof(pixels));
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fracstep = tinwidth*0x10000/scaled_width;
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for (i=0 ; i < scaled_height ; i++, out2 += scaled_width) {
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inrow = original + inwidth*(i*tinheight/scaled_height);
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frac = fracstep >> 1;
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for (j=0 ; j < scaled_width ; j += 4) {
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out2[j] = translate[inrow[frac>>16]];
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frac += fracstep;
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out2[j+1] = translate[inrow[frac>>16]];
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frac += fracstep;
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out2[j+2] = translate[inrow[frac>>16]];
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frac += fracstep;
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out2[j+3] = translate[inrow[frac>>16]];
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frac += fracstep;
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}
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}
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GL_Upload8_EXT ((byte *)pixels, scaled_width, scaled_height, false, false);
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} else {
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for (i=0 ; i < 256 ; i++)
|
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translate32[i] = d_8to24table[translate[i]];
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out = pixels;
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memset(pixels, 0, sizeof(pixels));
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fracstep = tinwidth*0x10000/scaled_width;
|
|
for ( i=0 ; i < scaled_height ; i++, out += scaled_width ) {
|
|
inrow = original + inwidth*(i*tinheight/scaled_height);
|
|
frac = fracstep >> 1;
|
|
for ( j=0 ; j < scaled_width ; j += 4) {
|
|
out[j] = translate32[inrow[frac>>16]];
|
|
frac += fracstep;
|
|
out[j+1] = translate32[inrow[frac>>16]];
|
|
frac += fracstep;
|
|
out[j+2] = translate32[inrow[frac>>16]];
|
|
frac += fracstep;
|
|
out[j+3] = translate32[inrow[frac>>16]];
|
|
frac += fracstep;
|
|
}
|
|
}
|
|
|
|
glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format,
|
|
scaled_width, scaled_height, 0, GL_RGBA,
|
|
GL_UNSIGNED_BYTE, pixels);
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_NewMap
|
|
===============
|
|
*/
|
|
void
|
|
R_NewMap ( void )
|
|
{
|
|
int i;
|
|
|
|
for (i=0 ; i<256 ; i++)
|
|
d_lightstylevalue[i] = 264; // normal light value
|
|
|
|
memset (&r_worldentity, 0, sizeof(r_worldentity));
|
|
r_worldentity.model = cl.worldmodel;
|
|
|
|
// clear out efrags in case the level hasn't been reloaded
|
|
// FIXME: is this one short?
|
|
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
|
|
cl.worldmodel->leafs[i].efrags = NULL;
|
|
|
|
r_viewleaf = NULL;
|
|
R_ClearParticles ();
|
|
|
|
GL_BuildLightmaps ();
|
|
|
|
// identify sky texture
|
|
skytexturenum = -1;
|
|
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
|
|
{
|
|
if (!cl.worldmodel->textures[i])
|
|
continue;
|
|
if (!Q_strncmp(cl.worldmodel->textures[i]->name,"sky",3) )
|
|
skytexturenum = i;
|
|
cl.worldmodel->textures[i]->texturechain = NULL;
|
|
}
|
|
R_LoadSkys ();
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
R_TimeRefresh_f
|
|
|
|
For program optimization
|
|
====================
|
|
*/
|
|
void
|
|
R_TimeRefresh_f ( void )
|
|
{
|
|
int i;
|
|
float start, stop, time;
|
|
|
|
glDrawBuffer (GL_FRONT);
|
|
glFinish ();
|
|
|
|
start = Sys_DoubleTime ();
|
|
for (i=0 ; i<128 ; i++)
|
|
{
|
|
r_refdef.viewangles[1] = i/128.0*360.0;
|
|
R_RenderView ();
|
|
}
|
|
|
|
glFinish ();
|
|
stop = Sys_DoubleTime ();
|
|
time = stop-start;
|
|
Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
|
|
|
|
glDrawBuffer (GL_BACK);
|
|
GL_EndRendering ();
|
|
}
|
|
|
|
void
|
|
D_FlushCaches ( void )
|
|
{
|
|
}
|