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Make alias model caching optional.
For now, only the glsl loader disables caching, but it stores the frame vertices in GL memory, so its hunk usage is relatively lower (and will be lower still when I get skins sorted out).
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9 changed files with 53 additions and 26 deletions
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@ -347,6 +347,7 @@ typedef enum {mod_brush, mod_sprite, mod_alias} modtype_t;
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typedef struct model_s {
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char name[MAX_QPATH];
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qboolean needload; // bmodels and sprites don't cache normally
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aliashdr_t *aliashdr; // if not null, alias model is not cached
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qboolean hasfullbrights;
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modtype_t type;
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@ -420,7 +421,7 @@ typedef struct model_s {
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unsigned int checksum2;
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// additional model data
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cache_user_t cache; // access only through Mod_Extradata
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cache_user_t cache;
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} model_t;
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// ============================================================================
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