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6e3f69f504
fte particle scripts are disabled (classic works). I'll fix these in the new year. Redid framestate stuff again. Slightly better now, but this is the bulk of the changes here. Reworked the renderqueue to provide batches of items instead of individual items. This cleans up the particle rendering code significantly, and is a step towards multiple concurrent particle systems. fte's scripted particles are broken as I'm trying to find a way to rework them to batch types together, rather than having to restart each batch after each particle when you have two particles in a trail. I'll fix it some time. Reworked some alias model code regarding skeletal models. Added some conceptual skeletal bone control builtins available to csqc. Currently it can query the bone names and save off animation states, but can't animate - its just not complete. Added more info to glsl custom shaders. Updated surface sorting on halflife maps to properly cope with alphaed entities, rather than just texture-based blends (q2-style). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3095 fc73d0e0-1445-4013-8a0c-d673dee63da5
17 lines
400 B
C
17 lines
400 B
C
#ifndef RENDERQUE_H
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#define RENDERQUE_H
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void RQ_AddDistReorder(void (*render) (int count, void **objects, void *objtype), void *object, void *objtype, float *pos);
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void RQ_RenderDistAndClear(void);
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void RQ_RenderBatchClear(void);
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typedef struct renderque_s
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{
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struct renderque_s *next;
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void (*render) (int count, void **objects, void *objtype);
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void *data1;
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void *data2;
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} renderque_t;
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#endif
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