mirror of
https://github.com/w23/xash3d-fwgs
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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.
35 lines
875 B
C
35 lines
875 B
C
#pragma once
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#include "vk_const.h"
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#include "xash3d_types.h"
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#include "const.h"
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#include "com_model.h"
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#include "ref_params.h"
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struct ref_viewpass_s;
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struct cl_entity_s;
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void VK_SceneInit( void );
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void VK_SceneRender( const struct ref_viewpass_s *rvp );
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qboolean R_AddEntity( struct cl_entity_s *clent, int type );
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void R_ProcessEntData( qboolean allocate );
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void R_ClearScreen( void );
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void R_ClearScene( void );
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void R_PushScene( void );
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void R_PopScene( void );
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void R_SceneMapDestroy( void );
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void R_NewMap( void );
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void R_RenderScene( void );
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int R_WorldToScreen( const vec3_t point, vec3_t screen );
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int TriWorldToScreen( const float *world, float *screen );
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// TODO should this be here?
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int CL_FxBlend( struct cl_entity_s *e );
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struct beam_s;
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void CL_DrawBeams( int fTrans, struct beam_s *active_beams );
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void CL_AddCustomBeam( struct cl_entity_s *pEnvBeam );
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