put lighting render mode in its own file; it's about to get *way* more complicated
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@@ -63,20 +63,7 @@ int init_chunk_render(void);
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int is_transparent(unsigned char b);
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PyObject *chunk_render(PyObject *self, PyObject *args);
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/* in rendermode.c */
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typedef struct {
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/* the size of the local storage for this rendermode */
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unsigned int data_size;
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/* may return non-zero on error */
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int (*start)(void *, RenderState *);
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void (*finish)(void *, RenderState *);
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/* returns non-zero to skip rendering this block */
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int (*occluded)(void *, RenderState *);
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/* last two arguments are img and mask, from texture lookup */
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void (*draw)(void *, RenderState *, PyObject *, PyObject *);
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} RenderModeInterface;
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/* figures out the render mode to use from the given ChunkRenderer */
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RenderModeInterface *get_render_mode(RenderState *state);
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/* pull in the rendermode info */
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#include "rendermodes.h"
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#endif /* __OVERVIEWER_H_INCLUDED__ */
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