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48
code/renderer/tr_quicksprite.h
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48
code/renderer/tr_quicksprite.h
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// this include must remain at the top of every CPP file
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//#include "../game/q_math.h"
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#include "tr_local.h"
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// tr_QuickSprite.h: interface for the CQuickSprite class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_TR_QUICKSPRITE_H__6F05EB85_A1ED_4537_9EC0_9F5D82A5D99A__INCLUDED_)
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#define AFX_TR_QUICKSPRITE_H__6F05EB85_A1ED_4537_9EC0_9F5D82A5D99A__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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class CQuickSpriteSystem
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{
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private:
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textureBundle_t *mTexBundle;
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unsigned long mGLStateBits;
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int mFogIndex;
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qboolean mUseFog;
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vec4_t mVerts[SHADER_MAX_VERTEXES];
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unsigned int mIndexes[SHADER_MAX_VERTEXES]; // Ideally this would be static, cause it never changes
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vec2_t mTextureCoords[SHADER_MAX_VERTEXES]; // Ideally this would be static, cause it never changes
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vec2_t mFogTextureCoords[SHADER_MAX_VERTEXES];
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unsigned long mColors[SHADER_MAX_VERTEXES];
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int mNextVert;
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qboolean mTurnCullBackOn;
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void Flush(void);
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public:
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CQuickSpriteSystem(void);
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~CQuickSpriteSystem(void);
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void StartGroup(textureBundle_t *bundle, unsigned long glbits, int fogIndex = -1);
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void EndGroup(void);
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void Add(float *pointdata, color4ub_t color, vec2_t fog=NULL);
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};
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extern CQuickSpriteSystem SQuickSprite;
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#endif // !defined(AFX_TR_QUICKSPRITE_H__6F05EB85_A1ED_4537_9EC0_9F5D82A5D99A__INCLUDED_)
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