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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
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set args -nocdaudio +setrom _windowed_mouse 0 +set gl_sky_clip 1 +set show_fps 1
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