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.
remove includes of qdefs.h and compat.h
pr_comp.h:
merge pr_comp.h from quake and qfcc, removing the copy in qfcc
cmdlib.[ch]:
nuke the endian code.
qendian.c:
initialise the LittleLong etc pointers at compile time rather than run
time
com.c (both nq and qw):
nuke the LittleLong etc init code
everything else:
fix up after the qtypes.h cleanup
nq for abyss etc (ie, the magical -<mod> args).
The interface to the message subsystem got a revamp and all the mods to the .c
files reflect this. currently a little ugly, but I plan on abstracting msg
further to clean it up and make it more oo.
give you a little more screen real-estate. It does, but you still have a
big gun blocking most of your screen in the center. If you turned off the
HUD, you got more screen and less gun. That now happens whenever the HUD
is displayed.
This is a temporary measure. At a later point, the gun will always be at
the bottom of the view area regardless of fov.