q2w bsp format support.
automatic lightmap texture scaling to retain more performance on large maps. r_clutter preliminary implementation should probably fix up the shader still. CSQC_Parse_Damage implemented. finally implement q2 inventory. fix mixer overflow crash. glsl can now use s_diffuse etc to force inclusion of a diffuse sampler/texture, meaning shaders don't need to include them. fix issue with writeip git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4841 fc73d0e0-1445-4013-8a0c-d673dee63da5
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100 changed files with 3502 additions and 2204 deletions
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@ -74,7 +74,7 @@ typedef struct cparticle_s
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#define ABSOLUTE_MIN_PARTICLES 512
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#define ABSOLUTE_MAX_PARTICLES 8192
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static int r_numparticles;
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static cparticle_t *particles, *active_particles, *free_particles;
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static cparticle_t *particles, *fte_restrict active_particles, *free_particles;
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extern cvar_t r_part_density, r_part_classic_expgrav;
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extern qbyte default_quakepal[]; /*for ramps more than anything else*/
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@ -367,9 +367,9 @@ static void PClassic_DrawParticles(void)
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dvel = 4 * frametime;
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#ifdef POLYS
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if (cl_numstris && cl_stris[cl_numstris-1].shader == classicshader && cl_stris[cl_numstris-1].numvert + 8 <= MAX_INDICIES)
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scenetri = &cl_stris[cl_numstris-1];
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else
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// if (cl_numstris && cl_stris[cl_numstris-1].shader == classicshader && cl_stris[cl_numstris-1].numvert + 8 <= MAX_INDICIES)
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// scenetri = &cl_stris[cl_numstris-1];
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// else
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{
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if (cl_numstris == cl_maxstris)
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{
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