[qwaq] Set the world model to an empty world

The goal is to have somewhere to put entities so they can be rendered. I
suspect I could have used a bsp tree to partition space for frustum
culling, but it's probably not worth it at this stage (but shouldn't
require any changes to the engine: just the model).
This commit is contained in:
Bill Currie 2022-04-26 07:34:53 +09:00
parent c4d56afd33
commit 5c67f95edd

View file

@ -86,6 +86,40 @@ static progs_t *bi_rprogs;
static pr_func_t qc2d;
static int event_handler_id;
static mleaf_t empty_leafs[] = {
[1] = {
.contents = CONTENTS_EMPTY,
.mins = {-INFINITY, -INFINITY, -INFINITY},
.maxs = { INFINITY, INFINITY, INFINITY},
},
};
static mnode_t *empty_leaf_parents[] = {
[1] = 0,
};
static int empty_leaf_flags[] = {
[1] = 0,
};
static char empty_entities[] = { 0 };
static model_t empty_world = {
.type = mod_brush,
.radius = INFINITY,
.mins = {-INFINITY, -INFINITY, -INFINITY},
.maxs = { INFINITY, INFINITY, INFINITY},
.brush = {
.modleafs = 2,
.visleafs = 1,
.nodes = (mnode_t *) &empty_leafs[1],
.leafs = empty_leafs,
.entities = empty_entities,
.leaf_parents = empty_leaf_parents,
.leaf_flags = empty_leaf_flags,
},
};
static void
bi_2d (void)
{
@ -196,4 +230,8 @@ BI_Graphics_Init (progs_t *pr)
//CDAudio_Init ();
Con_NewMap ();
basetime = Sys_DoubleTime ();
if (mod_funcs->Mod_ProcessTexture) {
mod_funcs->Mod_ProcessTexture (&empty_world, 0);
}
r_funcs->R_NewMap (&empty_world, 0, 0);
}