mirror of
https://github.com/w23/xash3d-fwgs
synced 2025-01-07 09:26:01 +01:00
7ee16cd82f
Make sure that things get created and destroyed at the right times. Allow longer-than-map block allocations. Fix brush model leaks -- previously they weren't destroyed on map change/game exit properly. Also free geometry ranges accordingly. Add a note about map loading process, and various models lifetimes.
22 lines
635 B
C
22 lines
635 B
C
#pragma once
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#include "xash3d_types.h"
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#include "vk_render.h" // cl_entity_t
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struct ref_viewpass_s;
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struct draw_list_s;
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struct model_s;
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struct cl_entity_s;
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qboolean VK_BrushInit( void );
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void VK_BrushShutdown( void );
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qboolean VK_BrushModelLoad(struct model_s *mod);
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void VK_BrushModelDestroyAll( void );
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void VK_BrushModelDraw( const cl_entity_t *ent, int render_mode, float blend, const matrix4x4 model );
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const texture_t *R_TextureAnimation( const cl_entity_t *ent, const msurface_t *s, const struct texture_s *base_override );
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void R_VkBrushModelCollectEmissiveSurfaces( const struct model_s *mod, qboolean is_worldmodel );
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