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Optimize model rendering a hair. WildCode spotted that minimum shade was only being applied to the view model (why do we set it up for other stuff if it's not going to be used?). While looking at that, I noticed we could do the divide by 200 in model setup.
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2 changed files with 5 additions and 6 deletions
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@ -201,11 +201,11 @@ Mod_RealLoadModel (model_t *mod, qboolean crash, cache_allocator_t allocator)
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}
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if (strequal (mod->name, "progs/player.mdl")) {
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mod->min_light = 8;
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mod->min_light = 0.04;
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} else if (strnequal (mod->name, "progs/v_", 8)) {
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mod->min_light = 24;
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mod->min_light = 0.12;
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} else {
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mod->min_light = 0;
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mod->min_light = 0.0;
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}
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// call the apropriate loader
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@ -522,7 +522,6 @@ R_DrawAliasModel (entity_t *e)
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radius = model->radius;
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if (e->scale != 1.0)
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radius *= e->scale;
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if (R_CullSphere (e->origin, radius))
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return;
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@ -561,8 +560,8 @@ R_DrawAliasModel (entity_t *e)
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}
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// always give the gun some light
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shade = max (shadecolor[0], max (shadecolor[1], shadecolor[2]));
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minshade = model->min_light / 200.0;
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if (e == r_view_model && shade < minshade) {
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minshade = model->min_light;
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if (shade < minshade) {
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shadecolor[0] += minshade - shade;
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shadecolor[1] += minshade - shade;
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shadecolor[2] += minshade - shade;
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