//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void R_Init (void) { extern byte *hunk_base; extern void InitMathlib( void ); InitMathlib(); UpdateMaterialSystemConfig(); }
void CRender::DrawSceneBegin( void ) { UpdateStudioRenderConfig(); UpdateMaterialSystemConfig(); if( MaterialConfigLightingChanged() || UpdateLightmapColorScale() ) { ClearMaterialConfigLightingChanged(); Con_Printf( "Redownloading all lightmaps\n" ); float overbright = 1.0f; if (g_pMaterialSystemHardwareConfig->SupportsOverbright()) { overbright = mat_overbright.GetFloat(); } BuildGammaTable( 2.2f, 2.2f, 0.0f, overbright ); R_RedownloadAllLightmaps( vec3_origin ); materialSystemInterface->FlushLightmaps(); StaticPropMgr()->RecomputeStaticLighting(); } }
//----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CEngine::Load( bool dedicated, const char *rootdir ) { bool success = false; // Activate engine // NOTE: We must bypass the 'next state' block here for initialization to work properly. m_nDLLState = m_nNextDLLState = InEditMode() ? DLL_PAUSED : DLL_ACTIVE; if ( Sys_InitGame( g_AppSystemFactory, rootdir, game->GetMainWindowAddress(), dedicated ) ) { success = true; UpdateMaterialSystemConfig(); } return success; }