/* =========================================================================== IceTech GPL Source Code Copyright (C) 2026 Justin Marshall This file is part of the IceTech GPL Source Code (?IceTech Source Code?). IceTech 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 3 of the License, or (at your option) any later version. IceTech 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 IceTech Source Code. If not, see . In addition, the IceTech Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IceTech Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing Justin Marshall, justinmarshall20@gmail.com =========================================================================== */ #include "precompiled.h" #pragma hdrstop #include "tr_local.h" idRenderEntityLocal::idRenderEntityLocal() { memset( &parms, 0, sizeof( parms ) ); memset( modelMatrix, 0, sizeof( modelMatrix ) ); world = NULL; index = 0; lastModifiedFrameNum = 0; archived = false; dynamicModel = NULL; dynamicModelFrameCount = 0; cachedDynamicModel = NULL; referenceBounds = bounds_zero; viewCount = 0; viewEntity = NULL; visibleCount = 0; decals = NULL; overlay = NULL; entityRefs = NULL; dxrBottomAccelStruct = 0; needsPortalSky = false; } void idRenderEntityLocal::FreeRenderEntity(glRaytracingSceneHandle_t sceneHandle) { if (dxrBottomAccelStruct != 0) { glRaytracingDeleteMesh(dxrBottomAccelStruct); glRaytracingDeleteInstanceInScene(sceneHandle, dxrTopAccelStruct); } dxrBottomAccelStruct = 0; } void idRenderEntityLocal::UpdateRenderEntity( const renderEntity_t *re, bool forceUpdate ) { } void idRenderEntityLocal::GetRenderEntity( renderEntity_t *re ) { } void idRenderEntityLocal::ForceUpdate() { } int idRenderEntityLocal::GetIndex() { return index; } void idRenderEntityLocal::ProjectOverlay( const idPlane localTextureAxis[2], const idMaterial *material ) { } void idRenderEntityLocal::RemoveDecals() { } //====================================================================== idRenderLightLocal::idRenderLightLocal() { memset( &parms, 0, sizeof( parms ) ); memset( modelMatrix, 0, sizeof( modelMatrix ) ); memset( shadowFrustums, 0, sizeof( shadowFrustums ) ); memset( lightProject, 0, sizeof( lightProject ) ); memset( frustum, 0, sizeof( frustum ) ); memset( frustumWindings, 0, sizeof( frustumWindings ) ); lightHasMoved = false; world = NULL; index = 0; areaNum = 0; lastModifiedFrameNum = 0; archived = false; lightShader = NULL; falloffImage = NULL; iesImage = NULL; globalLightOrigin = vec3_zero; frustumTris = NULL; numShadowFrustums = 0; viewCount = 0; viewLight = NULL; references = NULL; foggedPortals = NULL; } void idRenderLightLocal::FreeRenderLight() { } void idRenderLightLocal::UpdateRenderLight( const renderLight_t *re, bool forceUpdate ) { } void idRenderLightLocal::GetRenderLight( renderLight_t *re ) { } void idRenderLightLocal::ForceUpdate() { } int idRenderLightLocal::GetIndex() { return index; }