index d2ead67c0117c15fc2483501c54765c954dc973c..0d623dd29481b56f03311aef5873ef3b61b2474d 100644 (file)
g_textures, e_input, e_sound,
g_language, g_console, g_menu, g_triggers, g_player, g_options, g_monsters, g_map, g_panel, g_window,
g_items, g_weapons, g_gfx, g_phys, g_net, g_gui, g_netmaster,
- g_game, r_console, r_gfx
+ g_game, r_console, r_gfx, r_items, r_map
;
var
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // no need to modify color buffer
- if (lrad > 4) then g_Map_DrawPanelShadowVolumes(lx, ly, lrad);
+ if (lrad > 4) then r_Map_DrawPanelShadowVolumes(lx, ly, lrad);
// render light texture
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); // modify color buffer
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); // draw light, and clear stencil buffer
end
else
begin
- if doDraw then g_Map_DrawPanels(panType, hasAmbient, ambColor);
+ if doDraw then r_Map_DrawPanels(panType, hasAmbient, ambColor);
end;
if (profileFrameDraw <> nil) then profileFrameDraw.sectionEnd();
end;
if (profileFrameDraw <> nil) then profileFrameDraw.sectionBegin('collect');
if gdbg_map_use_accel_render then
begin
- g_Map_CollectDrawPanels(sX, sY, sWidth, sHeight);
+ r_Map_CollectDrawPanels(sX, sY, sWidth, sHeight);
end;
if (profileFrameDraw <> nil) then profileFrameDraw.sectionEnd();
if (profileFrameDraw <> nil) then profileFrameDraw.sectionBegin('skyback');
- g_Map_DrawBack(backXOfs, backYOfs);
+ r_Map_DrawBack(backXOfs, backYOfs);
if (profileFrameDraw <> nil) then profileFrameDraw.sectionEnd();
if setTransMatrix then
drawPanelType('*back', PANEL_BACK, g_rlayer_back);
drawPanelType('*step', PANEL_STEP, g_rlayer_step);
- drawOther('items', @g_Items_Draw);
+ drawOther('items', @r_Items_Draw);
drawOther('weapons', @g_Weapon_Draw);
drawOther('shells', @g_Player_DrawShells);
drawOther('drawall', @g_Player_DrawAll);
drawOther('corpses', @g_Player_DrawCorpses);
drawPanelType('*wall', PANEL_WALL, g_rlayer_wall);
drawOther('monsters', @g_Monsters_Draw);
- drawOther('itemdrop', @g_Items_DrawDrop);
+ drawOther('itemdrop', @r_Items_DrawDrop);
drawPanelType('*door', PANEL_CLOSEDOOR, g_rlayer_door);
drawOther('gfx', @r_GFX_Draw);
- drawOther('flags', @g_Map_DrawFlags);
+ drawOther('flags', @r_Map_DrawFlags);
drawPanelType('*acid1', PANEL_ACID1, g_rlayer_acid1);
drawPanelType('*acid2', PANEL_ACID2, g_rlayer_acid2);
drawPanelType('*water', PANEL_WATER, g_rlayer_water);
if (p = nil) or (p.FDummy) then
begin
glPushMatrix();
- g_Map_DrawBack(0, 0);
+ r_Map_DrawBack(0, 0);
glPopMatrix();
Exit;
end;