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-rw-r--r--src/renderer/tr_local.h32
1 files changed, 14 insertions, 18 deletions
diff --git a/src/renderer/tr_local.h b/src/renderer/tr_local.h
index ad32c260..a1978c3a 100644
--- a/src/renderer/tr_local.h
+++ b/src/renderer/tr_local.h
@@ -780,7 +780,6 @@ void R_Modellist_f (void);
extern refimport_t ri;
#define MAX_DRAWIMAGES 2048
-#define MAX_LIGHTMAPS 256
#define MAX_SKINS 1024
@@ -917,7 +916,7 @@ typedef struct {
shader_t *sunShader;
int numLightmaps;
- image_t *lightmaps[MAX_LIGHTMAPS];
+ image_t **lightmaps;
trRefEntity_t *currentEntity;
trRefEntity_t worldEntity; // point currentEntity at this when rendering world
@@ -1062,7 +1061,6 @@ extern cvar_t *r_colorMipLevels; // development aid to see texture mip usage
extern cvar_t *r_picmip; // controls picmip values
extern cvar_t *r_finish;
extern cvar_t *r_drawBuffer;
-extern cvar_t *r_glDriver;
extern cvar_t *r_swapInterval;
extern cvar_t *r_textureMode;
extern cvar_t *r_offsetFactor;
@@ -1115,8 +1113,6 @@ extern cvar_t *r_saveFontData;
extern cvar_t *r_marksOnTriangleMeshes;
-extern cvar_t *r_GLlibCoolDownMsec;
-
//====================================================================
float R_NoiseGet4f( float x, float y, float z, float t );
@@ -1302,19 +1298,19 @@ typedef struct stageVars
typedef struct shaderCommands_s
{
- glIndex_t indexes[SHADER_MAX_INDEXES] ALIGN(16);
- vec4_t xyz[SHADER_MAX_VERTEXES] ALIGN(16);
- vec4_t normal[SHADER_MAX_VERTEXES] ALIGN(16);
- vec2_t texCoords[SHADER_MAX_VERTEXES][2] ALIGN(16);
- color4ub_t vertexColors[SHADER_MAX_VERTEXES] ALIGN(16);
- int vertexDlightBits[SHADER_MAX_VERTEXES] ALIGN(16);
+ glIndex_t indexes[SHADER_MAX_INDEXES] QALIGN(16);
+ vec4_t xyz[SHADER_MAX_VERTEXES] QALIGN(16);
+ vec4_t normal[SHADER_MAX_VERTEXES] QALIGN(16);
+ vec2_t texCoords[SHADER_MAX_VERTEXES][2] QALIGN(16);
+ color4ub_t vertexColors[SHADER_MAX_VERTEXES] QALIGN(16);
+ int vertexDlightBits[SHADER_MAX_VERTEXES] QALIGN(16);
- stageVars_t svars ALIGN(16);
+ stageVars_t svars QALIGN(16);
- color4ub_t constantColor255[SHADER_MAX_VERTEXES] ALIGN(16);
+ color4ub_t constantColor255[SHADER_MAX_VERTEXES] QALIGN(16);
shader_t *shader;
- float shaderTime;
+ float shaderTime;
int fogNum;
int dlightBits; // or together of all vertexDlightBits
@@ -1699,10 +1695,10 @@ void RE_StretchPic ( float x, float y, float w, float h,
float s1, float t1, float s2, float t2, qhandle_t hShader );
void RE_BeginFrame( stereoFrame_t stereoFrame );
void RE_EndFrame( int *frontEndMsec, int *backEndMsec );
-void SaveJPG(char * filename, int quality, int image_width, int image_height, unsigned char *image_buffer);
-int SaveJPGToBuffer( byte *buffer, int quality,
- int image_width, int image_height,
- byte *image_buffer );
+void RE_SaveJPG(char * filename, int quality, int image_width, int image_height,
+ unsigned char *image_buffer, int padding);
+size_t RE_SaveJPGToBuffer(byte *buffer, size_t bufSize, int quality,
+ int image_width, int image_height, byte *image_buffer, int padding);
void RE_TakeVideoFrame( int width, int height,
byte *captureBuffer, byte *encodeBuffer, qboolean motionJpeg );