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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@ -187,13 +187,13 @@ static qboolean Headless_BE_LightCullModel (vec3_t org, struct model_s *model)
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{
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return false;
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}
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static void Headless_BE_VBO_Begin (vbobctx_t *ctx, unsigned int maxsize)
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static void Headless_BE_VBO_Begin (vbobctx_t *ctx, size_t maxsize)
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{
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}
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static void Headless_BE_VBO_Data (vbobctx_t *ctx, void *data, unsigned int size, vboarray_t *varray)
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static void Headless_BE_VBO_Data (vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray)
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{
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}
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static void Headless_BE_VBO_Finish (vbobctx_t *ctx, void *edata, unsigned int esize, vboarray_t *earray)
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static void Headless_BE_VBO_Finish (vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray)
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{
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}
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static void Headless_BE_VBO_Destroy (vboarray_t *vearray)
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