diff options
Diffstat (limited to 'code/renderer/tr_types.h')
-rw-r--r-- | code/renderer/tr_types.h | 40 |
1 files changed, 23 insertions, 17 deletions
diff --git a/code/renderer/tr_types.h b/code/renderer/tr_types.h index bb917cf..2a10342 100644 --- a/code/renderer/tr_types.h +++ b/code/renderer/tr_types.h @@ -24,27 +24,33 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA #define __TR_TYPES_H -#define MAX_DLIGHTS 32 // can't be increased, because bit flags are used on surfaces -#define MAX_ENTITIES 1023 // can't be increased without changing drawsurf bit packing +#define MAX_DLIGHTS 32 // can't be increased, because bit flags are used on surfaces +#define MAX_ENTITIES 1023 // can't be increased without changing drawsurf bit packing // renderfx flags -#define RF_MINLIGHT 1 // allways have some light (viewmodel, some items) -#define RF_THIRD_PERSON 2 // don't draw through eyes, only mirrors (player bodies, chat sprites) -#define RF_FIRST_PERSON 4 // only draw through eyes (view weapon, damage blood blob) -#define RF_DEPTHHACK 8 // for view weapon Z crunching -#define RF_NOSHADOW 64 // don't add stencil shadows - -#define RF_LIGHTING_ORIGIN 128 // use refEntity->lightingOrigin instead of refEntity->origin - // for lighting. This allows entities to sink into the floor - // with their origin going solid, and allows all parts of a - // player to get the same lighting -#define RF_SHADOW_PLANE 256 // use refEntity->shadowPlane -#define RF_WRAP_FRAMES 512 // mod the model frames by the maxframes to allow continuous - // animation without needing to know the frame count +#define RF_MINLIGHT 0x0001 // allways have some light (viewmodel, some items) +#define RF_THIRD_PERSON 0x0002 // don't draw through eyes, only mirrors (player bodies, chat sprites) +#define RF_FIRST_PERSON 0x0004 // only draw through eyes (view weapon, damage blood blob) +#define RF_DEPTHHACK 0x0008 // for view weapon Z crunching + +#define RF_CROSSHAIR 0x0010 // This item is a cross hair and will draw over everything similar to + // DEPTHHACK in stereo rendering mode, with the difference that the + // projection matrix won't be hacked to reduce the stereo separation as + // is done for the gun. + +#define RF_NOSHADOW 0x0040 // don't add stencil shadows + +#define RF_LIGHTING_ORIGIN 0x0080 // use refEntity->lightingOrigin instead of refEntity->origin + // for lighting. This allows entities to sink into the floor + // with their origin going solid, and allows all parts of a + // player to get the same lighting + +#define RF_SHADOW_PLANE 0x0100 // use refEntity->shadowPlane +#define RF_WRAP_FRAMES 0x0200 // mod the model frames by the maxframes to allow continuous // refdef flags -#define RDF_NOWORLDMODEL 1 // used for player configuration screen -#define RDF_HYPERSPACE 4 // teleportation effect +#define RDF_NOWORLDMODEL 0x0001 // used for player configuration screen +#define RDF_HYPERSPACE 0x0004 // teleportation effect typedef struct { vec3_t xyz; |