Files
illusion-arena-engine/code/client/fx_public.h
leilei- 1947afbe2e - Widescreen fixes, should expand on all viewsize values now and leave less refdefs alone
- Accumulation buffer motion blur, which should work on shader model 2 hardware with less memory footprint. Pixel shader moved to r_motionblur 3 (will do texture motionblur on 2)
- Tried to make r_tvMode 2 half vertical resolution, and failed.
- Q3MME's FX scripted particle system files, just dropped in there, because they can't compile at all atm. Procrastinplanning on integrating this to replace my cgame effects
2014-06-07 05:07:56 -04:00

36 lines
1.4 KiB
C

/*
===========================================================================
Copyright (C) 2006 Sjoerd van der Berg ( harekiet @ gmail.com )
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// fx_public.h -- public fx definitions
#include "fx_types.h"
void FX_Init( void );
void FX_Shutdown( void );
fxHandle_t FX_Register( const char *name );
void FX_Debug( void );
void FX_Reset( void );
void FX_Begin( int time, float fraction );
void FX_End( void );
void FX_Run( fxHandle_t handle, const fxParent_t *parent, unsigned int key );
void FX_VibrateView( float scale, vec3_t origin, vec3_t angles );