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InsideQC Forums • View topic - Quake source prefixes

Quake source prefixes

Discuss programming topics for the various GPL'd game engine sources.

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Quake source prefixes

Postby JasonX » Mon Feb 17, 2014 8:50 pm

Does anyone know what the cl_, d_, r_ prefixes mean in Q1 sources?
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Re: Quake source prefixes

Postby Max_Salivan » Mon Feb 17, 2014 8:58 pm

cl_ client? сommunication layer
r_ rendition?
d_ display lol?
Sorry for my english :)
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Re: Quake source prefixes

Postby szo » Mon Feb 17, 2014 9:07 pm

cl_ -> client
r_ -> refresh (display)
d_ -> driver (display)



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Re: Quake source prefixes

Postby leileilol » Mon Feb 17, 2014 11:14 pm

I always assumed d_ is for drawing and r_ is for rendering, telling what d_ to draw. d_ regards the software rendering driver, and gl_ is the GLQuake equivalent.


I love the d_. My favorite files to hack up in the source were d_'s. Too bad I never kept gl_ in sync with the changes, and because of that, no one gave a rats ass about what I did to the d_.
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Re: Quake source prefixes

Postby JasonX » Tue Feb 18, 2014 7:40 pm

Do, r_ are just files that draw on the buffer and d_ is responsible for rendering it?
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