/* glsl_main.c GLSL rendering Copyright (C) 2011 Bill Currie Author: Bill Currie Date: 2011/12/23 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: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifdef HAVE_CONFIG_H # include "config.h" #endif static __attribute__ ((used)) const char rcsid[] = "$Id$"; #ifdef HAVE_STRING_H # include "string.h" #endif #ifdef HAVE_STRINGS_H # include "strings.h" #endif #include "QF/cvar.h" #include "QF/image.h" #include "QF/render.h" #include "QF/screen.h" #include "QF/skin.h" #include "QF/GLSL/qf_textures.h" #include "gl_draw.h" #include "r_cvar.h" #include "r_dynamic.h" #include "r_screen.h" VISIBLE vec3_t r_origin, vpn, vright, vup; VISIBLE refdef_t r_refdef; qboolean r_cache_thrash; int r_init; int r_framecount; int d_lightstylevalue[256]; int r_visframecount; entity_t r_worldentity; void gl_overbright_f (cvar_t *var) { } VISIBLE void R_ViewChanged (float aspect) { } VISIBLE void R_RenderView (void) { } VISIBLE void R_Init (void) { R_InitParticles (); } VISIBLE void R_NewMap (model_t *worldmodel, struct model_s **models, int num_models) { memset (&r_worldentity, 0, sizeof (r_worldentity)); r_worldentity.model = worldmodel; R_FreeAllEntities (); R_ClearParticles (); } VISIBLE void R_LoadSkys (const char *sky) { } VISIBLE void Fog_Update (float density, float red, float green, float blue, float time) { } VISIBLE void Fog_ParseWorldspawn (struct plitem_s *worldspawn) { } VISIBLE void Skin_Player_Model (model_t *model) { } VISIBLE void Skin_Set_Translate (int top, int bottom, void *_dest) { } VISIBLE void Skin_Do_Translation (skin_t *player_skin, int slot, skin_t *skin) { } VISIBLE void Skin_Do_Translation_Model (struct model_s *model, int skinnum, int slot, skin_t *skin) { } VISIBLE void Skin_Process (skin_t *skin, struct tex_s * tex) { } VISIBLE void Skin_Init_Translation (void) { } VISIBLE void R_LineGraph (int x, int y, int *h_vals, int count) { } VISIBLE int GL_LoadTexture (const char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha, int bytesperpixel) { return 0; } VISIBLE void R_ClearState (void) { R_ClearEfrags (); R_ClearDlights (); R_ClearParticles (); }