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Move the entity transform setup into the clients.
This has several benifits: o The silly issue with alias model pitches being backwards is kept out of the renderer (it's a quakec thing: entites do their pitch backwards, but originally, only alias models were rotated. Hipnotic did brush entity rotations in the correct direction). o Angle to frame vector conversions are done only when the entity's angles vector changes, rather than every frame. This avoids a lot of unnecessary trig function calls. o Once transformed, an entity's frame vectors are always available. However, the vectors are left handed rather than right handed (ie, forward/left/up instead of forward/right/up): just a matter of watching the sign. This avoids even more trig calls (flag models in qw). o This paves the way for merging brush entity surface rendering with the world model surface rendering (the actual goal of this patch). o This also paves the way for using quaternions to represent entity orientation, as that would be a protocol change.
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24 changed files with 205 additions and 223 deletions
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@ -380,6 +380,8 @@ void CL_ClearTEnts (void);
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void CL_Init_Entity (struct entity_s *ent);
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void CL_ParseTEnt (void);
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void CL_SignonReply (void);
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void CL_TransformEntity (struct entity_s *ent, const vec3_t
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angles, qboolean force);
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void CL_RelinkEntities (void);
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void CL_ClearEnts (void);
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