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https://github.com/FWGS/xash3d-fwgs
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Fill client RenderAPI
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parent
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commit
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@ -18,6 +18,7 @@ GNU General Public License for more details.
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#include "common.h"
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#include "client.h"
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#include "library.h"
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#include "platform/platform.h"
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int R_FatPVS( const vec3_t org, float radius, byte *visbuffer, qboolean merge, qboolean fullvis )
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{
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@ -253,6 +254,40 @@ qboolean R_InitRenderAPI( void )
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// make sure what render functions is cleared
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memset( &clgame.drawFuncs, 0, sizeof( clgame.drawFuncs ));
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// fill missing functions from renderer
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gRenderAPI.GetDetailScaleForTexture = ref.dllFuncs.GetDetailScaleForTexture;
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gRenderAPI.GetExtraParmsForTexture = ref.dllFuncs.GetDetailScaleForTexture;
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gRenderAPI.GetFrameTime = ref.dllFuncs.GetFrameTime;
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gRenderAPI.R_SetCurrentEntity = ref.dllFuncs.R_SetCurrentEntity;
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gRenderAPI.R_SetCurrentModel = ref.dllFuncs.R_SetCurrentModel;
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gRenderAPI.R_StoreEfrags = ref.dllFuncs.R_StoreEfrags;
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gRenderAPI.GL_FindTexture = ref.dllFuncs.GL_FindTexture;
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gRenderAPI.GL_TextureName = ref.dllFuncs.GL_TextureName;
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gRenderAPI.GL_TextureData = ref.dllFuncs.GL_TextureData;
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gRenderAPI.GL_LoadTexture = ref.dllFuncs.GL_LoadTexture;
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gRenderAPI.GL_CreateTexture = ref.dllFuncs.GL_CreateTexture;
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gRenderAPI.GL_LoadTextureArray = ref.dllFuncs.GL_LoadTextureArray;
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gRenderAPI.GL_CreateTextureArray = ref.dllFuncs.GL_CreateTextureArray;
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gRenderAPI.GL_FreeTexture = ref.dllFuncs.GL_FreeTexture;
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gRenderAPI.DrawSingleDecal = ref.dllFuncs.DrawSingleDecal;
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gRenderAPI.R_DecalSetupVerts = ref.dllFuncs.R_DecalSetupVerts;
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gRenderAPI.R_EntityRemoveDecals = ref.dllFuncs.R_EntityRemoveDecals;
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gRenderAPI.AVI_UploadRawFrame = ref.dllFuncs.AVI_UploadRawFrame;
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gRenderAPI.GL_Bind = ref.dllFuncs.GL_Bind;
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gRenderAPI.GL_SelectTexture = ref.dllFuncs.GL_SelectTexture;
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gRenderAPI.GL_LoadTextureMatrix = ref.dllFuncs.GL_LoadTextureMatrix;
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gRenderAPI.GL_TexMatrixIdentity = ref.dllFuncs.GL_TexMatrixIdentity;
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gRenderAPI.GL_CleanUpTextureUnits = ref.dllFuncs.GL_CleanUpTextureUnits;
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gRenderAPI.GL_TexGen = ref.dllFuncs.GL_TexGen;
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gRenderAPI.GL_TextureTarget = ref.dllFuncs.GL_TextureTarget;
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gRenderAPI.GL_TexCoordArrayMode = ref.dllFuncs.GL_TexCoordArrayMode;
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gRenderAPI.GL_GetProcAddress = GL_GetProcAddress;
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gRenderAPI.GL_UpdateTexSize = ref.dllFuncs.GL_UpdateTexSize;
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gRenderAPI.GL_DrawParticles = ref.dllFuncs.GL_DrawParticles;
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gRenderAPI.LightVec = ref.dllFuncs.LightVec;
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gRenderAPI.StudioGetTexture = ref.dllFuncs.StudioGetTexture;
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if( clgame.dllFuncs.pfnGetRenderInterface )
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{
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if( clgame.dllFuncs.pfnGetRenderInterface( CL_RENDER_INTERFACE_VERSION, &gRenderAPI, &clgame.drawFuncs ))
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