Since iqm vertex arrays are variable, and I don't want to calculate the
stride every time I render a model, cached the value used when building the
arrays.
And the tests really exercised VectorShear (first attempt had things
messed up when more than one shear value was non-zero). Also,
Mat4Decompose wasn't orthogonalizing the z axis row. Oops. Anyway,
Mat4Decompose is now known to work well, and the usage of its output is
understood :)
It seems (some versions of) windows vsnprintf don't count the terminating 0
when limiting the number of chars written to the buffer. Nor do they
guarantee the output string will be terminated.
I got the idea from blender when I discovered by accident that quat * vect
produces the same result as quat * qvect * quat* and looked up the code to
check what was going on. While matrix/vector multiplication still beats the
pants off quaternion/vector multiplication, QuatMultVec is a slight
optimization over quat * qvect * quat* (17+,24* vs 24+,32*, plus no need to
to generate quat*).
This avoids sending invalid pose data to the renderer. The symptom was a
vertex array offset higher than the vertex array size. Discovered by calim
of nouveau while he was debugging a driver problem found by QF. Many
thanks.
One's an actual bug, the other a bit of error checking (not sure how
necessary it is, but it's in code that we don't /want/ to run, so it can't
hurt :)
While this particular tigger of the real bug was caused by 659d95221e
(hopefully fix both the "get stuck waiting for 3d" bug and the null
worldmode bug.), the real bug was lurking in the code since the dawn of
time (from sw32's perspective). This fix is as per LordHavoc's suggestion
(heh, despite the years, he knows his code), but I spent the time hunting
down the trigger to understand just what was going on.
It turns out that (0,0,0) is too close to a wall (probably on, but the
slight default offset is too close) and the above commit changed the first
rendered frame to be before the player origin was set rather than after.
This fix feels correct to me because noclipping around with the sw32
renderer would probably hit the same bug with a bit of bad luck. Thus
ensure the index resulting from zi never exceeds 65535.
While checking the shaders to see if there might be anything obvious to
work around the current nouveau shader issues, I found a 1 that should have
been a 1.0. I'm surprised it ever compiled.
It doesn't seem to have any useful effect in QF (even before the plugin
project) other than setting the number of frames to update. I'm not sure if
it's a useless variable or one where the user is supposed to match it to
the system configuration. Anyway, with this, the glsl plugin now works.