out into r_graph.c (Time and Z graph), cl_ngraph.c (Net graph), and
{gl,sw}_graph.c (R_LineGraph). gl_ngraph.c is gone. Unfortunatly, something
is rather wrong with NetGraph in gl (probably R_LineGraph).
r_local.h, r_shared.h, client.h and render.h at the same time (couldn't get
away from that:/) verly likely to be lots of breakage (eg, player and eye
models are NOT checksummed atm), but everything builds
gl_draw.c: Fixing gl_lightmode 1.
gl_dyn_part.c:
Fixing gl_lightmode 1.
Fixed word wrapping on comments.
Switched to using the new vertex array setup.
gl_rmisc.c: New vertex array setup.
varrays.h: New vertex array setup.
gl_dyn_part.c:
Now uses a (non-locked) vertex array to reduce GL calls.
Gives a slight speed gain, I'll optimize it a bit more soon.
gl_rlight.c:
Fixed much of the dlightframecount issues.
(This gives cleaner code and a speed up.)
gl_rmain.c: A slight reorg of the dlight call order.
gl_rmisc.c: Enable some of the vertex arrays. (vertex, texcoord, color.)
gl_rsurf.c:
Reworked R_BuildLightMap, smaller now code wise, also more optimized,
and it builds a 0-2 lightmap in more cases now.
Playing with GL_UploadLightmap.
For non-lighthalf non-mtex lightmaps use a 0-2 range.
(Makes gl_lightmode look a /lot/ better.)
gl_screen.c: More stuff with the gl_lightmode callback.
r_view.c: R_PushDlights is called elsewhere now.
sw_rmain.c:
Moved the R_PushDlights call.
Also killed the unused PASSAGES define.
cl_max_particles now lives in *part.c - in GL it dynamically changes the
amount of particles on the fly! Needless to say this is fun, and this is
proboably the third cvar that uses the callbacks function at all - which
IMHO is really a cool trick Taniwha.
However I'm losing my SANITY in r_part.c - if someone could take a look,
I'd be greatly appreciative. It should be obvious to any developer that
I'm having a few problems. :P Basically the dynamic code is completely
and totally disabled, and I hacked in code which *works* but shouldn't
EVER EVER EVER be left there after we fix this as it is downright EVIL
the way I implimented it. SW client does work, and does still work with
+set cl_max_particles - however the hacks I made to get it to do that...
*shakes head* Tread softly in there, it's a mess.
Other notes of interest:
I changed show_time so it archives its setting. Got annoyed with it. If
someone finds this change to be bad, change it back. :)
glspeed.cfg got updated with a setting of 60 for cl_max_particles. 60
works nicely, and doesn't use too much speed on my aging hardware, so
I'm sure newer systems will just plain FLY with this on.
I also changed the cl_maxfps setting as 72 is great if you aren't using
a modem !.! due to the way cl_maxfps works, the higher it goes, the more
data is sent to you by the server. This causes a heck of a lot of lost
packets if you don't have the bandwidth OR if your card can't keep up
with the framerate. Either of which is bad. I set it to 30, the default
of the cvar is 0/32 so go figure out what works best for you I say.
Let me know if this blows up in your face and ESPECIALLY let me know if
you can fix the r_part.c problems!
Misty-chan