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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#ifndef GL_MODEL_H
#define GL_MODEL_H
#ifdef _WIN32
#pragma once
#endif
struct mnode_t;
struct mleaf_t;
struct mtexinfo_t;
typedef struct mtexdata_s mtexdata_t;
struct model_t;
struct dvis_t;
struct dworldlight_t;
struct decallist_t;
void Map_VisClear( void );
void Map_VisSetup( model_t *worldmodel, int visorigincount, const Vector origins[], bool forcenovis, unsigned int &returnFlags );
byte *Map_VisCurrent( void );
int Map_VisCurrentCluster( void );
bool Map_VisForceFullSky();
// reconstruct the ambient lighting for a leaf at the given position in worldspace
void Mod_LeafAmbientColorAtPos( Vector *pOut, const Vector &pos, int leafIndex );
extern int DecalListCreate( decallist_t *pList );
extern int r_visframecount;
#include "modelloader.h"
#endif // GL_MODEL_H
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