r_refdef.view.frustum_y *= r_refdef.frustumscale_y;
r_refdef.view.ortho_x = scr_fov.value * (3.0 / 4.0) * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value;
r_refdef.view.ortho_y = scr_fov.value * (3.0 / 4.0);
+ r_refdef.view.clear = true;
// FIXME: restore cl.csqc_origin
// FIXME: restore cl.csqc_angles
cl.csqc_vidvars.drawworld = true;
case VF_PERSPECTIVE:
r_refdef.view.useperspective = k != 0;
break;
+ case VF_CLEARSCREEN:
+ r_refdef.view.clear = k ? true : false;
+ break;
default:
PRVM_G_FLOAT(OFS_RETURN) = 0;
VM_Warning("VM_CL_R_SetView : unknown parm %i\n", c);
#define VF_CL_VIEWANGLES_Z 36 //(float)
#define VF_PERSPECTIVE 200 //(float)
+#define VF_CLEARSCREEN 201 //(float)
#define RF_VIEWMODEL 1 // The entity is never drawn in mirrors. In engines with realtime lighting, it casts no shadows.
#define RF_EXTERNALMODEL 2 // The entity is appears in mirrors but not in the normal view. It does still cast shadows in engines with realtime lighting.