First off, a cleanup in alias model rendering.
Then we have R_CullBox, which is now a inline function.
Then the big one, the state change cleanup, right now GL_BLEND.
don't use libGLU right now.
gl_draw.c: brightness/contrast are created in r_view.c, I'm a little
surprised this didn't cause a crash.
menu.c: Use bound() for sliders.
code.
Then we have the completely purge of treating 'unsigned' as a type, it
is NOT a type, it is a TYPE MODIFIER!
Under gcc for x86 it happens to try and do something sane, just treat it
as a unsigned int, but that is EVIL, it is a MODIFIER and if ANYONE adds
code which uses unsigned as a type in itself I /WILL/ harm them!!!
Yes, this means that your standard grenades, the pipebombs, proxys,
sents, etc will all have fullbright pixels!
As a added bonus they are toggable with the gl_fb_models cvar! But
there is more! This comes at a almost unnoticeable cost! Thats right!
For you get this all for only 2 FPS!
Repeat, thats 2 FPS! PRACTICALLY NOTHING!
So order now! Available from the quakeforge newtree CVS.
#if 0 the signal code. wouldn't compile otherwise, but not game to
nuke it just yet
include/win32/version.h:
buggered if I know. fscking configure/cvs :)
include/glquake.h:
remove size declarations from bubble_sintable and bubble_costable
source/gl_part.c source/gl_rlight.c:
32 segments in a circle now instead of 16 and change the pointer
math to cope
source/gl_warp.c:
nothing much. just almost double my fps. (hint: the above tables)
but as I don't have GL at work, I have no idea if gl client still works, or if
rocket trails work (default to off). This is mostly a blind patch taking the
code from oldtree to newtree.
gl_ztrick - here's the hat, but no rabbit
considering that a buggy driver can make gl_ztrick into a sort of cheat if
you can stand the flicker, it's gone. gl_finish was already a zombie Cvar
so I just removed its definition.
SGIS_multitexture (I assure you, unless you're on IRIX, you don't have
it!) Added a Sbar_Changed () to fix the sbar overbright for a few people
and the very beginnings of ARB_multitexture are now in glquake.h
split up the headerfiles and such. common.[ch] and qwsvdef.h no longer exist. More work still needs to be done (esp for windows) but this should be a major improvement.