Misc fixes+cleanups.

r_loadlit 2 will now use a few more cpu cores to get the job done, if it can.
Fixes the menu background shader that I broke.
Shader parser accepts cvars in more places.
d3d+gl now share common conwidth calcs code, fixing d3d issues.
d3d supports more backend features (no more gun in walls).
show_fps calcs the framerate itself, so is more accurate in regard to frame times, regardless of how much I break other stuff.
Now attempts to sleep a little between frames, to reduce cpu load and electricity (important on laptops maybe).
cl_netfps will now default to 100.Enabling independant physics by default. The framerate defaults to a max 500, to avoid too many issues with too small time deltas. You can still set it higher if you wish.
Enable voice chat by default (sorry moodles!).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3668 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2010-11-22 02:03:28 +00:00
parent 8e8758f053
commit 5d25e9991f
18 changed files with 447 additions and 308 deletions

View file

@ -2227,7 +2227,17 @@ static void BE_RenderMeshProgram(const shader_t *shader, const shaderpass_t *pas
qglUniform1fARB(s->progparm[i].handle[perm], ((cvar_t*)s->progparm[i].pval)->value);
break;
case SP_CVAR3F:
// qglUniform3fvARB(uniformloc, 1, specialvec);
{
cvar_t *var = (cvar_t*)s->progparm[i].pval;
char *vs = var->string;
vs = COM_Parse(vs);
param3[0] = atof(com_token);
vs = COM_Parse(vs);
param3[1] = atof(com_token);
vs = COM_Parse(vs);
param3[2] = atof(com_token);
qglUniform3fvARB(s->progparm[i].handle[perm], 1, param3);
}
break;
default: