Quake source prefixes

Discuss programming topics for the various GPL'd game engine sources.
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JasonX
Posts: 422
Joined: Tue Apr 21, 2009 2:08 pm

Quake source prefixes

Post by JasonX »

Does anyone know what the cl_, d_, r_ prefixes mean in Q1 sources?
Max_Salivan
Posts: 96
Joined: Thu Dec 15, 2011 1:00 pm

Re: Quake source prefixes

Post by Max_Salivan »

cl_ client? сommunication layer
r_ rendition?
d_ display lol?
Sorry for my english :)
szo
Posts: 132
Joined: Mon Dec 06, 2010 4:42 pm

Re: Quake source prefixes

Post by szo »

cl_ -> client
r_ -> refresh (display)
d_ -> driver (display)
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: Quake source prefixes

Post by leileilol »

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_.
i should not be here
JasonX
Posts: 422
Joined: Tue Apr 21, 2009 2:08 pm

Re: Quake source prefixes

Post by JasonX »

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