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