/// <summary> /// R_RenderScene /// r_refdef must be set before the first call /// </summary> private void RenderScene( ) { SetupFrame( ); SetFrustum( ); SetupGL( ); Occlusion.MarkLeaves( ); // done here so we know if we're in water DrawWorld( ); // adds entities to the list Host.Sound.ExtraUpdate( ); // don't let sound get messed up if going slow DrawEntitiesOnList( ); Host.Video.Device.DisableMultitexture( ); RenderDlights( ); Particles.DrawParticles(Host.Client.cl.time, Host.Client.cl.oldtime, Host.Server.Gravity, Origin, ViewUp, ViewRight, ViewPn); #if GLTEST Test_Draw(); #endif }