public void Init()
{
// TODO: cmds
/*cmdSystem->AddCommand( "listModels", ListModels_f, CMD_FL_RENDERER, "lists all models" );
* cmdSystem->AddCommand( "printModel", PrintModel_f, CMD_FL_RENDERER, "prints model info", idCmdSystem::ArgCompletion_ModelName );
* cmdSystem->AddCommand( "reloadModels", ReloadModels_f, CMD_FL_RENDERER|CMD_FL_CHEAT, "reloads models" );
* cmdSystem->AddCommand( "touchModel", TouchModel_f, CMD_FL_RENDERER, "touches a model", idCmdSystem::ArgCompletion_ModelName );*/
_insideLevelLoad = false;
// create a default model
idRenderModel_Static model = new idRenderModel_Static();
model.InitEmpty("_DEFAULT");
model.MakeDefault();
model.IsLevelLoadReferenced = true;
_defaultModel = model;
AddModel(model);
// create the beam model
// TODO: beam
/*idRenderModelStatic *beam = new idRenderModelBeam;
* beam->InitEmpty( "_BEAM" );
* beam->SetLevelLoadReferenced( true );
* beamModel = beam;
* AddModel( beam );*/
// TODO: sprite
/*idRenderModelStatic *sprite = new idRenderModelSprite;
* sprite->InitEmpty( "_SPRITE" );
* sprite->SetLevelLoadReferenced( true );
* spriteModel = sprite;
* AddModel( sprite );*/
}