mismatch. First, the md4 checksum is stored in the mesh, and the md4 checksum
of the mesh and the model checksum are also stored. If, on loading, either
checksum fails, the model is re-meshed.
include/mdfour.h:
Add define for MDFOUR_DIGEST_BYTES
source/.gdbinit
setrom _windowed_mouse 0 so mods don't make debugging difficult
source/model_alias.c:
pass original model data and size to GL_MakeAliasModelDisplayLists
source/sw_model_alias.c:
GL_MakeAliasModelDisplayLists take (but ignore) new params
source/gl_mesh.c:
do md4 checksums on the model and mesh
multitexture, so I replaced it with a gl_multitexture cvar. It defaults
off. Set gl_multitexture nonzero to enable it, but be warned that
multitexturing and sorted textures are currently incompatible; this means
that if you enable texturing, your textures will not be sorted and you may
or may not get better performance.
Made the following Cvars archived in GL: r_shadows, gl_affinemodels,
gl_cull, gl_flashblend, gl_keeptjunctions, gl_multitexture, gl_particles,
gl_sky_clip, gl_skymultipass, gl_smoothdlights.
list is likely to keep growing, I've re-written SV_ExecuteUserCommand to check
a flag in the user command entry to see wheter output should be redirected or
not. Also, the ucmds table is now qsorted on init and bsearched in
SV_ExecuteUserCommand for both speed and code cleanliness.
addition, removed support (for now) for SGIS and EXT multitexture. It
allowed me to enhance support for ARB multitexture, which is better anyway
(especially for Radeon, but that won't get special support yet until we
need a third texture pass).
Updated the Unix 8-bit GL code to be more like the Windows version, which
may work better. It still defaults off, because many drivers have bugs in
their handling of the shared texture palette extension.