rtexture_t *r_texture_notexture;
rtexture_t *r_texture_whitecube;
rtexture_t *r_texture_normalizationcube;
-rtexture_t *r_texture_detailtextures[NUM_DETAILTEXTURES];
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
{
}
}
-static void R_BuildDetailTextures (void)
-{
- int i, x, y, light;
- float vc[3], vx[3], vy[3], vn[3], lightdir[3];
-#define DETAILRESOLUTION 256
- qbyte (*data)[DETAILRESOLUTION][4];
- qbyte (*noise)[DETAILRESOLUTION];
-
- // Allocate the buffers dynamically to avoid having such big guys on the stack
- data = Mem_Alloc(tempmempool, DETAILRESOLUTION * sizeof(*data));
- noise = Mem_Alloc(tempmempool, DETAILRESOLUTION * sizeof(*noise));
-
- lightdir[0] = 0.5;
- lightdir[1] = 1;
- lightdir[2] = -0.25;
- VectorNormalize(lightdir);
- for (i = 0;i < NUM_DETAILTEXTURES;i++)
- {
- fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
- for (y = 0;y < DETAILRESOLUTION;y++)
- {
- for (x = 0;x < DETAILRESOLUTION;x++)
- {
- vc[0] = x;
- vc[1] = y;
- vc[2] = noise[y][x] * (1.0f / 32.0f);
- vx[0] = x + 1;
- vx[1] = y;
- vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
- vy[0] = x;
- vy[1] = y + 1;
- vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
- VectorSubtract(vx, vc, vx);
- VectorSubtract(vy, vc, vy);
- CrossProduct(vx, vy, vn);
- VectorNormalize(vn);
- light = 128 - DotProduct(vn, lightdir) * 128;
- light = bound(0, light, 255);
- data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
- data[y][x][3] = 255;
- }
- }
- r_texture_detailtextures[i] = R_LoadTexture2D(r_main_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
- }
-
- Mem_Free(noise);
- Mem_Free(data);
-}
-
static void R_BuildBlankTextures(void)
{
qbyte data[4];
r_bloom_texture_bloom = NULL;
R_BuildBlankTextures();
R_BuildNoTexture();
- R_BuildDetailTextures();
if (gl_texturecubemap)
{
R_BuildWhiteCube();
const msurface_t *surface;
qboolean dolightmap;
qboolean doambient;
- qboolean dodetail;
qboolean doglow;
qboolean dofogpass;
qboolean fogallpasses;
// normal surface (wall or water)
dolightmap = !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
doambient = r_ambient.value >= (1/64.0f);
- dodetail = r_detailtextures.integer && texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
doglow = texture->skin.glow != NULL;
dofogpass = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD);
fogallpasses = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
GL_LockArrays(0, 0);
}
}
- if (dodetail)
- {
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- GL_DepthMask(false);
- GL_Color(1, 1, 1, 1);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.detail);
- R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoorddetail2f);
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
- }
- }
if (doglow)
{
// if glow was not already done using multitexture, do it now.
cvar_t r_ambient = {0, "r_ambient", "0"};
cvar_t r_drawportals = {0, "r_drawportals", "0"};
cvar_t r_testvis = {0, "r_testvis", "0"};
-cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"};
cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
Cvar_RegisterVariable(&r_ambient);
Cvar_RegisterVariable(&r_drawportals);
Cvar_RegisterVariable(&r_testvis);
- Cvar_RegisterVariable(&r_detailtextures);
Cvar_RegisterVariable(&r_surfaceworldnode);
Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
}
}
-#define OPTIONS_EFFECTS_ITEMS 36
+#define OPTIONS_EFFECTS_ITEMS 35
int options_effects_cursor;
}
-extern cvar_t r_detailtextures;
extern cvar_t cl_stainmaps;
extern cvar_t cl_stainmaps_clearonload;
extern cvar_t r_explosionclip;
else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&cl_stainmaps, !cl_stainmaps.integer);
else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&cl_stainmaps_clearonload, !cl_stainmaps_clearonload.integer);
else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&cl_decals, !cl_decals.integer);
- else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&r_detailtextures, !r_detailtextures.integer);
else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&cl_particles_bulletimpacts, !cl_particles_bulletimpacts.integer);
else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&cl_particles_smoke, !cl_particles_smoke.integer);
else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&cl_particles_sparks, !cl_particles_sparks.integer);
M_Options_PrintCheckbox(" Stainmaps", true, cl_stainmaps.integer);
M_Options_PrintCheckbox("Onload Clear Stainmaps", true, cl_stainmaps_clearonload.integer);
M_Options_PrintCheckbox(" Decals", true, cl_decals.integer);
- M_Options_PrintCheckbox(" Detail Texturing", true, r_detailtextures.integer);
M_Options_PrintCheckbox(" Bullet Impacts", true, cl_particles_bulletimpacts.integer);
M_Options_PrintCheckbox(" Smoke", true, cl_particles_smoke.integer);
M_Options_PrintCheckbox(" Sparks", true, cl_particles_sparks.integer);
if (!strcmp(skinfileitem->name, meshname) && strcmp(skinfileitem->replacement, "common/nodraw") && strcmp(skinfileitem->replacement, "textures/common/nodraw"))
{
memset(&tempskinframe, 0, sizeof(tempskinframe));
- if (Mod_LoadSkinFrame(&tempskinframe, skinfileitem->replacement, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, false, true))
+ if (Mod_LoadSkinFrame(&tempskinframe, skinfileitem->replacement, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
else
{
if (cls.state != ca_dedicated)
Con_Printf("mesh \"%s\": failed to load skin #%i \"%s\", falling back to mesh's internal shader name \"%s\"\n", meshname, i, skinfileitem->replacement, shadername);
- if (Mod_LoadSkinFrame(&tempskinframe, shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, false, true))
+ if (Mod_LoadSkinFrame(&tempskinframe, shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
else
{
else
{
memset(&tempskinframe, 0, sizeof(tempskinframe));
- if (Mod_LoadSkinFrame(&tempskinframe, shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, false, true))
+ if (Mod_LoadSkinFrame(&tempskinframe, shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
else
{
sprintf (name, "%s_%i_%i", loadmodel->name, i, j);
else
sprintf (name, "%s_%i", loadmodel->name, i);
- if (!Mod_LoadSkinFrame(&tempskinframe, name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, true, false, true))
- Mod_LoadSkinFrame_Internal(&tempskinframe, name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, true, false, r_fullbrights.integer, (qbyte *)datapointer, skinwidth, skinheight);
+ if (!Mod_LoadSkinFrame(&tempskinframe, name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, true, true))
+ Mod_LoadSkinFrame_Internal(&tempskinframe, name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, true, r_fullbrights.integer, (qbyte *)datapointer, skinwidth, skinheight);
Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, &tempskinframe);
datapointer += skinwidth * skinheight;
totalskins++;
}
// check for skins that don't exist in the model, but do exist as external images
// (this was added because yummyluv kept pestering me about support for it)
- while (Mod_LoadSkinFrame(&tempskinframe, va("%s_%i", loadmodel->name, loadmodel->numskins), (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, true, false, true))
+ while (Mod_LoadSkinFrame(&tempskinframe, va("%s_%i", loadmodel->name, loadmodel->numskins), (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, true, true))
{
// expand the arrays to make room
tempskinscenes = loadmodel->skinscenes;
loadmodel->data_textures = Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
for (i = 0;i < loadmodel->numskins;i++, inskin += MD2_SKINNAME)
{
- if (Mod_LoadSkinFrame(&tempskinframe, inskin, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, false, true))
+ if (Mod_LoadSkinFrame(&tempskinframe, inskin, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i * loadmodel->num_surfaces, &tempskinframe);
else
{
}
else
{
- if (!Mod_LoadSkinFrame(&tx->skin, tx->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, tx->name[0] != '*', true))
+ if (!Mod_LoadSkinFrame(&tx->skin, tx->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true))
{
// did not find external texture, load it from the bsp or wad3
if (loadmodel->brush.ishlbsp)
Mem_Free(freepixels);
}
else if (mtdata) // texture included
- Mod_LoadSkinFrame_Internal(&tx->skin, tx->name, TEXF_MIPMAP | TEXF_PRECACHE | TEXF_PICMIP, false, tx->name[0] != '*', tx->name[0] != '*' && r_fullbrights.integer, mtdata, tx->width, tx->height);
+ Mod_LoadSkinFrame_Internal(&tx->skin, tx->name, TEXF_MIPMAP | TEXF_PRECACHE | TEXF_PICMIP, false, tx->name[0] != '*' && r_fullbrights.integer, mtdata, tx->width, tx->height);
}
}
if (tx->skin.base == NULL)
// vertex limit
loadmodel->nummeshes = 1;
loadmodel->meshlist = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t *));
- loadmodel->meshlist[0] = Mod_AllocSurfMesh(loadmodel->mempool, totalverts, totaltris, true, true, false, false);
+ loadmodel->meshlist[0] = Mod_AllocSurfMesh(loadmodel->mempool, totalverts, totaltris, true, false, false);
totalverts = 0;
totaltris = 0;
t = DotProduct(((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3];
(surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex)[i * 2 + 0] = s / surface->texture->width;
(surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex)[i * 2 + 1] = t / surface->texture->height;
- (surface->groupmesh->data_texcoorddetail2f + 2 * surface->num_firstvertex)[i * 2 + 0] = s * (1.0f / 16.0f);
- (surface->groupmesh->data_texcoorddetail2f + 2 * surface->num_firstvertex)[i * 2 + 1] = t * (1.0f / 16.0f);
(surface->groupmesh->data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 0] = 0;
(surface->groupmesh->data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 1] = 0;
(surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i] = 0;
//if (R_TextureHasAlpha(out->skin.base))
// out->surfaceparms |= Q3SURFACEPARM_TRANS;
}
- if (!Mod_LoadSkinFrame(&out->skin, out->name, (((out->textureflags & Q3TEXTUREFLAG_NOMIPMAPS) || (out->surfaceparms & Q3SURFACEPARM_NOMIPMAPS)) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (out->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP), false, false, true))
- if (!Mod_LoadSkinFrame(&out->skin, out->firstpasstexturename, (((out->textureflags & Q3TEXTUREFLAG_NOMIPMAPS) || (out->surfaceparms & Q3SURFACEPARM_NOMIPMAPS)) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (out->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP), false, false, true))
+ if (!Mod_LoadSkinFrame(&out->skin, out->name, (((out->textureflags & Q3TEXTUREFLAG_NOMIPMAPS) || (out->surfaceparms & Q3SURFACEPARM_NOMIPMAPS)) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (out->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP), false, true))
+ if (!Mod_LoadSkinFrame(&out->skin, out->firstpasstexturename, (((out->textureflags & Q3TEXTUREFLAG_NOMIPMAPS) || (out->surfaceparms & Q3SURFACEPARM_NOMIPMAPS)) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (out->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP), false, true))
if (cls.state != ca_dedicated)
Con_Printf("%s: texture loading for shader \"%s\" failed (first layer \"%s\" not found either)\n", loadmodel->name, out->name, out->firstpasstexturename);
// no animation
i = oldi;
in = oldin;
out = oldout;
- mesh = tempmeshlist[meshnum] = Mod_AllocSurfMesh(loadmodel->mempool, meshvertices, meshtriangles, false, false, true, false);
+ mesh = tempmeshlist[meshnum] = Mod_AllocSurfMesh(loadmodel->mempool, meshvertices, meshtriangles, false, true, false);
meshvertices = 0;
meshtriangles = 0;
for (;i < count && meshvertices + out->num_vertices <= mesh->num_vertices;i++, in++, out++)
VectorNormalize(v);
}
-surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
+surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
{
surfmesh_t *mesh;
qbyte *data;
- mesh = Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (detailtexcoords ? 2 : 0) + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + 3 + (neighbors ? 3 : 0)) * sizeof(int));
+ mesh = Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + 3 + (neighbors ? 3 : 0)) * sizeof(int));
mesh->num_vertices = numvertices;
mesh->num_triangles = numtriangles;
data = (qbyte *)(mesh + 1);
mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
- if (detailtexcoords)
- mesh->data_texcoorddetail2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
if (vertexcolors)
mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
if (lightmapoffsets)
return NULL;
}
-static int detailtexturecycle = 0;
-int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
+int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture)
{
imageskin_t s;
memset(skinframe, 0, sizeof(*skinframe));
if (!image_loadskin(&s, basename))
return false;
- if (usedetailtexture)
- skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
if (s.nmappixels != NULL)
skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
return true;
}
-int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
+int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, qbyte *skindata, int width, int height)
{
qbyte *temp1, *temp2;
memset(skinframe, 0, sizeof(*skinframe));
if (!skindata)
return false;
- if (usedetailtexture)
- skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
if (r_shadow_bumpscale_basetexture.value > 0)
{
temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
rtexture_t *shirt; // shirt only (in greyscale)
rtexture_t *nmap; // normalmap (bumpmap for dot3)
rtexture_t *gloss; // glossmap (for dot3)
- rtexture_t *detail; // detail texture (silly bumps for non-dot3)
rtexture_t *glow; // glow only (fullbrights)
rtexture_t *fog; // alpha of the base texture (if not opaque)
}
float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
- float *data_texcoorddetail2f; // float[verts*2] texcoords for detail texture
float *data_lightmapcolor4f;
int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
// morph blending, these are zero if model is skeletal or static
void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals, qboolean areaweighting);
-surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
+surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable);
shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
-int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture);
-int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height);
+int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture);
+int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, qbyte *skindata, int width, int height);
extern cvar_t r_mipskins;
// vis stuff
extern cvar_t r_novis;
-// detail texture stuff
-extern cvar_t r_detailtextures;
-
extern cvar_t r_lerpsprites;
extern cvar_t r_lerpmodels;
extern cvar_t r_waterscroll;
extern rtexture_t *r_texture_notexture;
extern rtexture_t *r_texture_whitecube;
extern rtexture_t *r_texture_normalizationcube;
-#define NUM_DETAILTEXTURES 1
-extern rtexture_t *r_texture_detailtextures[NUM_DETAILTEXTURES];
void R_TimeReport(char *name);
void R_TimeReport_Start(void);