FTEQW
Documentation of the FTE engine source tree.
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Functions | |
void | R_RenderBrushPoly (msurface_t *fa) |
void | GL_ShutdownPostProcessing (void) |
void | GL_InitSceneProcessingShaders (void) |
void | GL_SetupSceneProcessingTextures (void) |
void | R_RotateForEntity (float *m, float *modelview, const entity_t *e, const model_t *mod) |
void | Surf_SetupFrame (void) |
void | R_ObliqueNearClip (float *viewmat, mplane_t *wplane) |
void | CL_DrawDebugPlane (float *normal, float dist, float r, float g, float b, qboolean enqueue) |
void | GLR_DrawPortal (batch_t *batch, batch_t **blist, batch_t *depthmasklist[2], int portaltype) |
void | R_Clear (qboolean fbo) |
void | GLR_SetupFog (void) |
qboolean | R_RenderScene_Cubemap (void) |
texid_t | R_RenderPostProcess (texid_t sourcetex, int type, shader_t *shader, char *restexname) |
void | GLR_RenderView (void) |
Variables | |
int | gl_stencilbits |
cvar_t | gl_part_flame |
cvar_t | r_bloom |
cvar_t | r_wireframe |
cvar_t | r_wireframe_smooth |
cvar_t | r_outline |
cvar_t | gl_affinemodels = CVARFD("gl_affinemodels","0", CVAR_ARCHIVE, "Use affine texture sampling for models. This replicates software rendering's distortions.") |
cvar_t | gl_finish = CVAR("gl_finish","0") |
cvar_t | gl_dither = CVAR("gl_dither", "1") |
cvar_t | r_stereo_separation |
cvar_t | r_stereo_convergence |
cvar_t | r_stereo_method |
cvar_t | r_postprocshader |
cvar_t | r_fxaa |
cvar_t | r_graphics |
cvar_t | r_hdr_framebuffer |
cvar_t | gl_screenangle |
cvar_t | gl_mindist |
cvar_t | vid_srgb |
cvar_t | ffov |
cvar_t | gl_motionblur |
cvar_t | gl_motionblurscale |
cvar_t | r_tessellation |
cvar_t | gl_ati_truform_type |
cvar_t | r_tessellation_level |
cvar_t | gl_blendsprites |
cvar_t | r_portaldrawplanes |
cvar_t | r_portalonly |
cvar_t | r_xflip = CVAR("leftisright", "0") |
cvar_t | scr_fov |
texid_t | scenepp_postproc_cube |
int | gldepthfunc = GL_LEQUAL |
qboolean | depthcleared |
void GLR_DrawPortal | ( | batch_t * | batch, |
batch_t ** | blist, | ||
batch_t * | depthmasklist[2], | ||
int | portaltype | ||
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void R_RenderBrushPoly | ( | msurface_t * | fa | ) |
qboolean depthcleared |
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cvar_t gl_affinemodels = CVARFD("gl_affinemodels","0", CVAR_ARCHIVE, "Use affine texture sampling for models. This replicates software rendering's distortions.") |
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cvar_t gl_dither = CVAR("gl_dither", "1") |
cvar_t gl_finish = CVAR("gl_finish","0") |
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int gldepthfunc = GL_LEQUAL |
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cvar_t r_fxaa |
cvar_t r_graphics |
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cvar_t r_wireframe_smooth |
cvar_t r_xflip = CVAR("leftisright", "0") |
texid_t scenepp_postproc_cube |
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