Quake BSP renderer for PS1
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#ifndef __DISPLAY_H__
#define __DISPLAY_H__
#define SCREENWIDTH 512
#define SCREENHEIGHT_NTSC 240
#define SCREENHEIGHT_PAL 256
#define OTLEN 1 // We don't require the ordering table for depth sorting BSP faces
// TODO: create separate OT's for batched rendering: single item per BSP batch, larger sub-OT's for drawing alias models
extern MATRIX vp_matrix;
extern u_long *curOT;
extern u_short polyCount;
extern u_char enableTexturing;
void display_init();
void display_reset(int mode, u_char interlaced, u_char widescreen, int *outScreenHeight);
void display_setClearColor(u_char color[4]);
void display_start();
void display_finish();
void *display_allocPrim(size_t size);
#endif // __DISPLAY_H__