29 #include "../idlib/precompiled.h"
90 spawnArgs.
Set(
"classname",
"light");
91 spawnArgs.
Set(
"name",
"light_1");
101 spawnArgs.
Set(
"classname",
"func_static");
idMat3 ToMat3(void) const
const idMD5Anim * modelAnim
virtual void FreeRenderWorld(idRenderWorld *rw)=0
virtual qhandle_t AddEntityDef(const renderEntity_t *re)=0
virtual bool ParseInternalVar(const char *name, idParser *src)
idRenderSystem * renderSystem
const idVec3 & ToVec3() const
void ParseString(idParser *src, idStr &out)
const int SHADERPARM_GREEN
virtual qhandle_t AddLightDef(const renderLight_t *rlight)=0
void Set(const char *key, const char *value)
virtual void ANIM_CreateAnimFrame(const idRenderModel *model, const idMD5Anim *anim, int numJoints, idJointMat *frame, int time, const idVec3 &offset, bool remove_origin_offset)
int Icmp(const char *text) const
float shaderParms[MAX_ENTITY_SHADER_PARMS]
const int SHADERPARM_BLUE
void BuildAnimation(int time)
static const float M_RAD2DEG
virtual ~idRenderWindow()
renderEntity_t worldEntity
virtual idRenderWorld * AllocRenderWorld(void)=0
virtual idWinVar * GetWinVarByName(const char *_name, bool winLookup=false, drawWin_t **owner=NULL)
idVec3 vec3_origin(0.0f, 0.0f, 0.0f)
virtual const char * c_str() const
void * Mem_Alloc16(const int size)
float shaderParms[MAX_GLOBAL_SHADER_PARMS]
virtual bool InitFromMap(const char *mapName)=0
virtual void UpdateEntityDef(qhandle_t entityHandle, const renderEntity_t *re)=0
idRenderWindow(idUserInterfaceLocal *gui)
virtual void UpdateLightDef(qhandle_t lightHandle, const renderLight_t *rlight)=0
virtual const idMD5Anim * ANIM_GetAnimFromEntityDef(const char *classname, const char *animname)
const char * ToString(int precision=2) const
idUserInterfaceLocal * gui
idUserInterfaceLocal * GetGui()
virtual int ANIM_GetLength(const idMD5Anim *anim)
virtual void ParseSpawnArgsToRenderLight(const idDict *args, renderLight_t *renderLight)
virtual void RenderScene(const renderView_t *renderView)=0
virtual void ParseSpawnArgsToRenderEntity(const idDict *args, renderEntity_t *renderEntity)
virtual int NumJoints(void) const =0
virtual bool ParseInternalVar(const char *name, idParser *src)
virtual void Draw(int time, float x, float y)
virtual void virtual void Warning(const char *fmt,...) id_attribute((format(printf
float shaderParms[MAX_ENTITY_SHADER_PARMS]
virtual idWinVar * GetWinVarByName(const char *_name, bool winLookup=false, drawWin_t **owner=NULL)