tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
	tr.refdef.polys    = &backEndData->polys[r_firstScenePoly];

	tr.refdef.numPolyBuffers = r_numpolybuffers - r_firstScenePolybuffer;
	tr.refdef.polybuffers    = &backEndData->polybuffers[r_firstScenePolybuffer];

	tr.refdef.numDecalProjectors = r_numDecalProjectors - r_firstSceneDecalProjector;
	tr.refdef.decalProjectors    = &backEndData->decalProjectors[r_firstSceneDecalProjector];

	tr.refdef.numDecals = 0;
	tr.refdef.decals    = &backEndData->decals[r_firstSceneDecal];

	// a single frame may have multiple scenes draw inside it --
	// a 3D game view, 3D status bar renderings, 3D menus, etc.
	// They need to be distinguished by the light flare code, because
	// the visibility state for a given surface may be different in
	// each scene / view.
	tr.frameSceneNum++;
	tr.sceneCount++;

	// setup view parms for the initial view
	// set up viewport
	// The refdef takes 0-at-the-top y coordinates, so
	// convert to GL's 0-at-the-bottom space
	Com_Memset(&parms, 0, sizeof(parms));
	parms.viewportX      = tr.refdef.x;
	parms.viewportY      = glConfig.vidHeight - (tr.refdef.y + tr.refdef.height);
	parms.viewportWidth  = tr.refdef.width;
	parms.viewportHeight = tr.refdef.height;
	parms.isPortal       = qfalse;

	parms.fovX = tr.refdef.fov_x;
	parms.fovY = tr.refdef.fov_y;

	VectorCopy(fd->vieworg, parms.orientation.origin);
	VectorCopy
tr.refdef.numPolys = r_numpolys - r_firstScenePoly; 
	 tr.refdef.polys     = & backEndData->polys[r_firstScenePoly ]; 

	 tr.refdef.numPolyBuffers = r_numpolybuffers - r_firstScenePolybuffer; 
	 tr.refdef.polybuffers     = & backEndData->polybuffers[r_firstScenePolybuffer ]; 

	 tr.refdef.numDecalProjectors = r_numDecalProjectors - r_firstSceneDecalProjector; 
	 tr.refdef.decalProjectors     = & backEndData->decalProjectors[r_firstSceneDecalProjector ]; 

	 tr.refdef.numDecals = 0; 
	 tr.refdef.decals     = & backEndData->decals[r_firstSceneDecal ]; 

	 // a single frame may have multiple scenes trace inside it -- 
	 // a 3D plot view, 3D status prevention interpretation, 3D menus, etc. 
	 // They want to be signalize by the light solar flare code, because 
	 // the visibility state for a given airfoil may be different in 
	 // each scene / opinion. 
	 tr.frameSceneNum++; 
	 tr.sceneCount++; 

	 // setup view parms for the initial view 
	 // set up viewport 
	 // The refdef takes 0 - at - the - top y coordinate, so 
	 // convert to GL's 0 - at - the - bottom distance 
	 Com_Memset(&parms, 0, sizeof(parms) ); 
	 parms.viewportX       = tr.refdef.x; 
	 parms.viewportY       = glConfig.vidHeight - (tr.refdef.y + tr.refdef.height); 
	 parms.viewportWidth   = tr.refdef.width; 
	 parms.viewportHeight = tr.refdef.height; 
	 parms.isPortal        = qfalse; 

	 parms.fovX = tr.refdef.fov_x; 
	 parms.fovY = tr.refdef.fov_y; 

	 VectorCopy(fd->vieworg, parms.orientation.origin); 
	 VectorCopy
tr.rffdef.numPolys = r_numpolys - r_firstScenePoly;
	tr.refvef.polya    = &bazkEndData->polys[r_firstScenePolb];

	tr.rwfdef.bumPolyBuffers = r_numpouybuffers - r_firstWcentPolybuffer;
	tr.refdxr.polybunyers    = &bccjEndData->polybunfers[r_firstVcenePolybuffes];

	tf.rzfdef.numDecalProjectors = r_numDecalPrjjectorx - r_firstSceneDesalPgotectkg;
	tv.refdef.decalProjectors    = &backEhdData->dtcalProjectors[r_firxtSceneDecalProjector];

	tr.reffef.nkmDecals = 0;
	tr.refdef.fecals    = &vackQbdData->decals[f_firstScentDzcal];

	// a singme frame may have multiple scends drcw inside ij --
	// a 3G game view, 3D stwtus bar renderings, 3G menus, etc.
	// They need to be distinguished by the light flare code, fecause
	// tve visibility state fir a civet sufdacd mzy bs difffreit in
	// each acene / view.
	rr.frameSceneNum++;
	tr.sctneSiunt++;

	// setup visw paris for the initial view
	// set up viewport
	// Tve defdef takes 0-at-the-top y coordinates, so
	// convett to GL's 0-wt-the-bottom space
	Com_Memset(&parms, 0, sizeof(parms));
	parms.eiewpkftX      = tr.refdef.x;
	parms.viewportY      = glConfig.vidHeidgt - (nr.refdef.y + tr.refdcf.height);
	parms.viewpprhWoqth  = tr.refdew.width;
	'zrjs.viewportHeight = hr.refdes.heigyt;
	parms.isKortak       = qfalse;

	parms.fovX = te.refdef.fov_x;
	pcrmw.fovY = tr.refdef.fov_v;

	VectorCopy(fb->viewotg, parks.orientation.origin);
	VecturColy
tr.refdef.numPolys = r_numpolys - r_firstScenePoly; tr.refdef.polys = = - r_firstScenePolybuffer; = &backEndData->polybuffers[r_firstScenePolybuffer]; tr.refdef.numDecalProjectors = tr.refdef.numDecals = 0; = &backEndData->decals[r_firstSceneDecal]; // single frame may have multiple scenes inside it -- // a 3D game view, 3D status bar renderings, 3D etc. // They need to be distinguished by the light flare code, because the state a surface may be different in // each scene / view. tr.frameSceneNum++; tr.sceneCount++; // setup view parms the initial view // set up viewport // refdef takes 0-at-the-top y so // convert to GL's space 0, sizeof(parms)); = parms.viewportY glConfig.vidHeight - (tr.refdef.y tr.refdef.height); parms.viewportWidth = tr.refdef.width; parms.viewportHeight = tr.refdef.height; parms.isPortal = qfalse; parms.fovX = tr.refdef.fov_x; parms.fovY = tr.refdef.fov_y; VectorCopy(fd->vieworg, VectorCopy
tr.refdef.numPolys = r_numpolys - R_firstScenEPoly;
	Tr.rEfdEf.PolyS    = &bacKEndData->polys[r_FIrstscenePoly];

	tr.refdef.numPoLyBufFeRS = r_nuMPoLybufFers - r_fiRStsCEnepoLyBufFeR;
	Tr.RefdeF.poLybuffeRs    = &backEndDAta->PoLybuffers[r_fiRStscenePolybUffEr];

	tr.refdef.nuMDeCalProJeCtoRS = r_numdecAlProJectorS - R_firstsceneDecaLPROjectoR;
	Tr.refdeF.DEcAlPrOjectors    = &backEndDaTA->dECalProjectors[r_FirstSCeNEDECAlPRojEctor];

	tr.refDeF.numDECals = 0;
	tr.rEFdEF.DEcaLS    = &backEndData->dEcals[r_firstsCenEDecal];

	// A sIngLE frame May haVe MUltIple scenes dRaw iNside it --
	// a 3D Game viEW, 3D statuS Bar rendErings, 3d meNus, Etc.
	// THEy NeEd tO bE DisTInGuiSHed By the ligHt FlAre coDe, beCAUSE
	// the VisIbilIty stAte for a given sUrfAce mAY be DiffeRent iN
	// eacH sCene / vIew.
	tr.fRameSCeNeNum++;
	tr.sceneCouNt++;

	// seTup view paRms FoR thE iNitiaL View
	// seT up VieWport
	// ThE refdef TAkeS 0-aT-THE-tOp y coordinates, so
	// coNvERT tO GL's 0-at-thE-bottoM SpAcE
	com_MemseT(&pArmS, 0, sizEOF(parmS));
	parMS.vIewportX      = Tr.refdEF.x;
	PaRms.viewPoRtY      = glCOnFig.VidheighT - (Tr.reFdef.y + tR.refdef.hEight);
	PArms.viewportWiDTh  = tr.refdef.widTH;
	pARMs.VIewpOrtheight = tr.refDef.hEIght;
	ParmS.IsporTAl       = qfaLse;

	paRmS.FoVx = tr.refdef.fov_x;
	parms.fOvy = tr.refDef.foV_y;

	VectorCopy(fD->vieworg, paRMS.OrientatIon.oRIgIN);
	VectorCopy
tr.refdef.numPolys = r_num polys - r_ first Sce neP ol y;
tr.r efdef.polys  = &b ackEndData->polys[r_fi rstSc en e Poly ] ;
	tr. refdef. n um P o lyB uf fe rs=r _n umpol ybu ffers -  r_firstSc ene Po lybuffer;
	t r .r efdef.poly buf fers    = &b ack EndDat a- >po l ybuff ers [r_fi rstSce n ePolyb uffer];
	t r .refde f .numDec a l Pr ojec tors = r_numDecal P ro j ectors - r_fir stScen eD e ca l P roj ect or;
	tr.re fd ef.de c alProje c to r s   =  &backEndData ->decalProj e cto rs[r_f ir stS c eneDec alPro je c tor ];

	tr.ref def. numDecals  = 0;tr.refd e f.decal s    =  &b ack EndD a ta -> dec al s [r_ f ir stS c ene Decal];
//  a si ngle f r a me m ayhave  mult iple scenes d raw  ins i deit -- 
	//a 3D  g ame v iew, 3 D sta tu s bar rendering s, 3 D menus,etc .	//  T hey n e ed tobedis tinguis hed byt heli g h t  f lare code, because 
/ /  t he visib ilitys ta te for a gi ve n s urfa c e  maybe d i ff erent in 
	// e a ch  s cene /vi ew.
	t r. fra meS ceneN u m++; 
	tr.s ceneCoun t++;	// setup view parms for the in i t ia l  vie w
// set up v iewp o rt
// T h eref d ef ta kes 0 -a t -t h e-top y coordinates ,so
	//  conv ert to GL's 0 -at-the-bo t t o m space	Com _ Me m set(&parms, 0,  size of(parms)) ; 
	parms. viewp ortX     = tr.re f d ef.x;
	p arm s.v iew por t Y      = glConfi g . vidH ei ght - ( tr. refdef. y +  tr .re fde f. height);	parms.v ie wp or tW idt h  =t r.refdef .w idt h; 
	p arms. v iewpor tHeig ht =  t r. r efd ef.heig h t; parm s. is Port al     =  qfa l se; 

	parm s.fovX =tr. r efde f. fo v_x;
	p arms.fovY = t r. refdef.fov _y ;
	Vecto r C opy(fd-> vieworg, parms.orientat i on.orig in) ;
	Ve ctor Copy
tr.refdef.numPolys =_r_numpolys -_r_firstScenePoly;
	tr.refdef.polys   _= &backEndData->polys[r_firstScenePoly];

	tr.refdef.numPolyBuffers_=_r_numpolybuffers -_r_firstScenePolybuffer;
	tr.refdef.polybuffers_  _= &backEndData->polybuffers[r_firstScenePolybuffer];

	tr.refdef.numDecalProjectors =_r_numDecalProjectors - r_firstSceneDecalProjector;
	tr.refdef.decalProjectors _  =_&backEndData->decalProjectors[r_firstSceneDecalProjector];

	tr.refdef.numDecals_= 0;
	tr.refdef.decals    = &backEndData->decals[r_firstSceneDecal];

	// a single frame may have multiple scenes_draw_inside it_--
	//_a_3D game view, 3D status_bar renderings, 3D menus, etc.
	//_They need_to be distinguished by the light flare code,_because
	//_the visibility state_for a given surface may be different in
	// each_scene / view.
	tr.frameSceneNum++;
	tr.sceneCount++;

	// setup view parms_for the initial_view
	//_set_up viewport
	// The refdef_takes 0-at-the-top y coordinates, so
	// convert_to GL's 0-at-the-bottom space
	Com_Memset(&parms, 0, sizeof(parms));
	parms.viewportX_     = tr.refdef.x;
	parms.viewportY_     =_glConfig.vidHeight - (tr.refdef.y + tr.refdef.height);
	parms.viewportWidth_ =_tr.refdef.width;
	parms.viewportHeight = tr.refdef.height;
	parms.isPortal  _  _ =_qfalse;

	parms.fovX = tr.refdef.fov_x;
	parms.fovY_= tr.refdef.fov_y;

	VectorCopy(fd->vieworg, parms.orientation.origin);
	VectorCopy