3
qboolean projection2D; // if qtrue, drawstretchpic doesn't need to change modes
5
qboolean vertexes2D; // shader needs to be finished
6
trRefEntity_t entity2D; // currentEntity will point at this when doing 2D rendering
10
qboolean projection2D; // if qtrue, drawstretchpic doesn't need to change modes
12
qboolean vertexes2D; // shader needs to be finished
13
+ qboolean doneBloom; // done bloom this frame
14
+ qboolean doneSurfaces; // done any 3d surfaces already
15
trRefEntity_t entity2D; // currentEntity will point at this when doing 2D rendering
21
extern shaderCommands_t tess;
23
void RB_BeginSurface(shader_t *shader, int fogNum );
24
void RB_EndSurface(void);
25
void RB_CheckOverflow( int verts, int indexes );
28
extern shaderCommands_t tess;
30
+ void RB_SetGL2D (void);
31
void RB_BeginSurface(shader_t *shader, int fogNum );
32
void RB_EndSurface(void);
33
void RB_CheckOverflow( int verts, int indexes );
36
void R_DoneFreeType( void );
37
void RE_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font);
42
void R_DoneFreeType( void );
43
void RE_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font);
46
+ void R_BloomInit( void );
47
+ void R_BloomScreen( void );