//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // $NoKeywords: $ //=============================================================================// #ifndef GL_MODEL_H #define GL_MODEL_H #ifdef _WIN32 #pragma once #endif struct mnode_t; struct mleaf_t; struct mtexinfo_t; typedef struct mtexdata_s mtexdata_t; struct model_t; struct dvis_t; struct dworldlight_t; struct decallist_t; void Map_VisClear( void ); void Map_VisSetup( model_t *worldmodel, int visorigincount, const Vector origins[], bool forcenovis, unsigned int &returnFlags ); byte *Map_VisCurrent( void ); int Map_VisCurrentCluster( void ); bool Map_VisForceFullSky(); // reconstruct the ambient lighting for a leaf at the given position in worldspace void Mod_LeafAmbientColorAtPos( Vector *pOut, const Vector &pos, int leafIndex ); extern int DecalListCreate( decallist_t *pList ); extern int r_visframecount; #include "modelloader.h" #endif // GL_MODEL_H