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
This commit is contained in:
Spoike 2015-03-03 00:14:43 +00:00
parent 02ab57490e
commit bed989f529
100 changed files with 3502 additions and 2204 deletions

View file

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