//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #include "render_pch.h" #include "draw.h" #include "decal.h" #include "gl_cvars.h" #include "view.h" #include "screen.h" #include "gl_matsysiface.h" #include "cdll_int.h" #include "materialsystem/imesh.h" #include "materialsystem/imaterial.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" Vector g_CurrentViewOrigin(0, 0, 0), g_CurrentViewForward(1, 0, 0), g_CurrentViewRight(0, -1, 0), g_CurrentViewUp(0, 0, 1); Vector g_MainViewOrigin(0, 0, 0), g_MainViewForward(1, 0, 0), g_MainViewRight(0, -1, 0), g_MainViewUp(0, 0, 1); //----------------------------------------------------------------------------- // Purpose: // Input : *pMaterial - //----------------------------------------------------------------------------- void GL_UnloadMaterial( IMaterial *pMaterial ) { if ( pMaterial ) { pMaterial->DecrementReferenceCount(); } } //----------------------------------------------------------------------------- // Purpose: // Input : *pName - // Output : IMaterial //----------------------------------------------------------------------------- static IMaterial *GL_LoadMaterialNoRef( const char *pName, const char *pTextureGroupName ) { IMaterial *material = NULL; if( mat_loadtextures.GetInt() ) { material = materials->FindMaterial( pName, pTextureGroupName ); } else { material = g_materialEmpty; } return material; } //----------------------------------------------------------------------------- // Purpose: // Input : *pName - // Output : IMaterial //----------------------------------------------------------------------------- IMaterial *GL_LoadMaterial( const char *pName, const char *pTextureGroupName ) { IMaterial *material; material = GL_LoadMaterialNoRef( pName, pTextureGroupName ); if( material ) { material->IncrementReferenceCount(); } return material; }