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https://git.code.sf.net/p/quake/quakeforge
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c05476f94b
r_screen isn't really the right place, but it gets the scene rendering out of the low-level renderers and will make it easier to sort out later, and hopefully easier to figure out a good design for vulkan.
46 lines
1.2 KiB
C
46 lines
1.2 KiB
C
/*
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qf_particles.h
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GL specific particles stuff
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Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2012/1/15
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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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*/
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#ifndef __QF_GL_qf_particles_h
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#define __QF_GL_qf_particles_h
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#include "QF/GL/types.h"
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typedef struct {
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float texcoord[2];
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float vertex[3];
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byte color[4];
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} partvert_t;
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struct psystem_s;
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void gl_R_DrawParticles (struct psystem_s *pssystem);
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void gl_R_Particles_Init_Cvars (void);
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void gl_R_InitParticles (void);
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#endif//__QF_GL_qf_particles_h
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