프로퍼티 | 타입 | 설명 | |
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Origin | Vector3 | ||
ViewPn | Vector3 | ||
ViewRight | Vector3 | ||
ViewUp | Vector3 |
메소드 | 설명 | |
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AddEfrags ( |
R_AddEfrags
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BlobExplosion ( Vector3 &org ) : void |
R_BlobExplosion
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DisableMultitexture ( ) : void |
GL_DisableMultitexture
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EnableMultitexture ( ) : void |
GL_EnableMultitexture
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EntityParticles ( |
R_EntityParticles
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Init ( ) : void |
R_Init
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InitSky ( |
R_InitSky called at level load A sky texture is 256*128, with the right side being a masked overlay
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InitTextures ( ) : void | ||
LavaSplash ( Vector3 &org ) : void |
R_LavaSplash
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NewMap ( ) : void |
R_NewMap
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ParseParticleEffect ( ) : void |
R_ParseParticleEffect Parse an effect out of the server message
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ParticleExplosion ( Vector3 &org ) : void |
R_ParticleExplosion
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ParticleExplosion ( Vector3 &org, int colorStart, int colorLength ) : void |
R_ParticleExplosion2
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PushDlights ( ) : void |
R_PushDlights
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RemoveEfrags ( |
R_RemoveEfrags Call when removing an object from the world or moving it to another position
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RenderView ( ) : void |
R_RenderView r_refdef must be set before the first call
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RocketTrail ( Vector3 &start, Vector3 &end, int type ) : void |
R_RocketTrail
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RunParticleEffect ( Vector3 &org, Vector3 &dir, int color, int count ) : void |
R_RunParticleEffect
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SubdivideSurface ( |
GL_SubdivideSurface Breaks a polygon up along axial 64 unit boundaries so that turbulent and sky warps can be done reasonably.
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TeleportSplash ( Vector3 &org ) : void |
R_TeleportSplash
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TranslatePlayerSkin ( int playernum ) : void |
R_TranslatePlayerSkin Translates a skin texture by the per-player color lookup
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메소드 | 설명 | |
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AddDynamicLights ( |
R_AddDynamicLights
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AddLightBlend ( float r, float g, float b, float a2 ) : void | ||
AllocBlock ( int w, int h, int &x, int &y ) : int | ||
AllocParticle ( ) : particle_t | ||
AnimateLight ( ) : void |
R_AnimateLight
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BlendLightmaps ( ) : void |
R_BlendLightmaps
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BoundPoly ( int numverts, Vector3 verts, Vector3 &mins, Vector3 &maxs ) : void |
BoundPoly
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BuildLightMap ( |
R_BuildLightMap Combine and scale multiple lightmaps into the 8.8 format in blocklights
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BuildLightMaps ( ) : void |
GL_BuildLightmaps Builds the lightmap texture with all the surfaces from all brush models
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BuildSurfaceDisplayList ( |
BuildSurfaceDisplayList
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Clear ( ) : void |
R_Clear
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ClearParticles ( ) : void |
R_ClearParticles
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CommitLightmap ( int i ) : void | ||
CreateSurfaceLightmap ( |
GL_CreateSurfaceLightmap
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CullBox ( Vector3 &mins, Vector3 &maxs ) : bool |
R_CullBox Returns true if the box is completely outside the frustom
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DrawAliasFrame ( |
GL_DrawAliasFrame
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DrawAliasModel ( |
R_DrawAliasModel
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DrawAliasShadow ( |
GL_DrawAliasShadow
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DrawBrushModel ( |
R_DrawBrushModel
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DrawEntitiesOnList ( ) : void |
R_DrawEntitiesOnList
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DrawGLPoly ( |
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DrawGLWaterPoly ( |
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DrawGLWaterPolyLightmap ( |
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DrawParticles ( ) : void |
R_DrawParticles
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DrawSequentialPoly ( |
R_DrawSequentialPoly Systems that have fast state and texture changes can just do everything as it passes with no need to sort
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DrawSkyChain ( |
R_DrawSkyChain
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DrawSpriteModel ( |
R_DrawSpriteModel
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DrawTextureChains ( ) : void | ||
DrawViewModel ( ) : void |
R_DrawViewModel
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DrawWaterSurfaces ( ) : void |
R_DrawWaterSurfaces
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DrawWorld ( ) : void |
R_DrawWorld
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EmitBothSkyLayers ( |
EmitBothSkyLayers Does a sky warp on the pre-fragmented glpoly_t chain This will be called for brushmodels, the world will have them chained together.
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EmitSkyPolys ( |
EmitSkyPolys
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EmitWaterPolys ( |
EmitWaterPolys Does a water warp on the pre-fragmented glpoly_t chain
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GetSpriteFrame ( |
R_GetSpriteFrame
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InitParticleTexture ( ) : void | ||
InitParticles ( ) : void | ||
IsCollinear ( float prev, float cur, float next ) : bool | ||
LightPoint ( Vector3 &p ) : int |
R_LightPoint
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MYgluPerspective ( double fovy, double aspect, double zNear, double zFar ) : void | ||
MarkLeaves ( ) : void |
R_MarkLeaves
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MarkLights ( |
R_MarkLights
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Mirror ( ) : void |
R_Mirror
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MirrorChain ( |
R_MirrorChain
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PolyBlend ( ) : void |
R_PolyBlend
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RecursiveLightPoint ( |
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RecursiveWorldNode ( |
R_RecursiveWorldNode
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RenderBrushPoly ( |
R_RenderBrushPoly
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RenderDlight ( |
R_RenderDlight
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RenderDlights ( ) : void |
R_RenderDlights
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RenderDynamicLightmaps ( |
R_RenderDynamicLightmaps Multitexture
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RenderScene ( ) : void |
R_RenderScene r_refdef must be set before the first call
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RotateForEntity ( |
R_RotateForEntity
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SetFrustum ( ) : void |
R_SetFrustum
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SetupAliasFrame ( int frame, |
R_SetupAliasFrame
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SetupFrame ( ) : void |
R_SetupFrame
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SetupGL ( ) : void |
R_SetupGL
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SignbitsForPlane ( |
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SplitEntityOnNode ( |
R_SplitEntityOnNode
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StoreEfrags ( |
R_StoreEfrags FIXME: a lot of this goes away with edge-based
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SubdividePolygon ( int numverts, Vector3 verts ) : void |
SubdividePolygon
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TextureAnimation ( |
R_TextureAnimation Returns the proper texture for a given time and base texture
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TimeRefresh_f ( ) : void |
R_TimeRefresh_f For program optimization
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UpdateRect ( |
public static EntityParticles ( |
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ent | ||
리턴 | void |
public static ParticleExplosion ( Vector3 &org ) : void | ||
org | Vector3 | |
리턴 | void |
public static ParticleExplosion ( Vector3 &org, int colorStart, int colorLength ) : void | ||
org | Vector3 | |
colorStart | int | |
colorLength | int | |
리턴 | void |
public static RocketTrail ( Vector3 &start, Vector3 &end, int type ) : void | ||
start | Vector3 | |
end | Vector3 | |
type | int | |
리턴 | void |
public static RunParticleEffect ( Vector3 &org, Vector3 &dir, int color, int count ) : void | ||
org | Vector3 | |
dir | Vector3 | |
color | int | |
count | int | |
리턴 | void |
public static SubdivideSurface ( |
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fa | ||
리턴 | void |
public static TeleportSplash ( Vector3 &org ) : void | ||
org | Vector3 | |
리턴 | void |
public static TranslatePlayerSkin ( int playernum ) : void | ||
playernum | int | |
리턴 | void |