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https://github.com/jmarshall23/DoomRTX.git
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Implemented screenspace particles.
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@@ -103,7 +103,8 @@ SURFACES
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// unique srfTriangles_t
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// drawSurf_t are always allocated and freed every frame, they are never cached
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static const int DSF_VIEW_INSIDE_SHADOW = 1;
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static const int DSF_VIEW_INSIDE_SHADOW = 1;
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static const int DSF_SCREEN_SPACE_PARTICLE = 2;
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typedef struct drawSurf_s {
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const srfTriangles_t *geo;
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@@ -910,6 +911,7 @@ extern idCVar r_skipFogLights; // skip all fog lights
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extern idCVar r_skipSubviews; // 1 = don't render any mirrors / cameras / etc
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extern idCVar r_skipGuiShaders; // 1 = don't render any gui elements on surfaces
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extern idCVar r_skipParticles; // 1 = don't render any particles
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extern idCVar r_screenSpaceParticles; // 1 = render particles in the D3D12 screen-space pass
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extern idCVar r_skipUpdates; // 1 = don't accept any entity or light updates, making everything static
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extern idCVar r_skipDeforms; // leave all deform materials in their original state
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extern idCVar r_skipDynamicTextures; // don't dynamically create textures
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@@ -1199,7 +1201,7 @@ viewEntity_t *R_SetEntityDefViewEntity( idRenderEntityLocal *def );
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viewLight_t *R_SetLightDefViewLight( idRenderLightLocal *def );
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void R_AddDrawSurf( const srfTriangles_t *tri, const viewEntity_t *space, const renderEntity_t *renderEntity,
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const idMaterial *shader, const idScreenRect &scissor );
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const idMaterial *shader, const idScreenRect &scissor, int dsFlags = 0 );
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void R_LinkLightSurf( const drawSurf_t **link, const srfTriangles_t *tri, const viewEntity_t *space,
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const idRenderLightLocal *light, const idMaterial *shader, const idScreenRect &scissor, bool viewInsideShadow );
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