Bill Currie
ec75b71711
don't bother with fullbright skins for models that are allways fullbright and
...
clean up a misplaced function prototype
2001-11-20 08:45:26 +00:00
Bill Currie
5dab7ccaf7
precalculate smoe model specific info (wether the whole model is fullbright,
...
if it should have shadows, whether it should be scaled/translated (gl eyes),
and the minimum lighting (player)). give a 1.9% speedup in null renderer.
2001-11-20 08:02:35 +00:00
Bill Currie
dc779acdb5
build the texture chains such that they get rendered front to back. seems to
...
only get about 0.17% speedup in overkill (with just about every thing off),
but it might make more of a difference in-game.
2001-11-05 06:20:35 +00:00
Bill Currie
3ce8029f74
fix a silly goof with the models
2001-10-28 05:43:53 +00:00
Bill Currie
78a3e398d5
* taniwha gets medieval on extern
2001-10-28 04:23:37 +00:00
Bill Currie
dcc6a76313
make SURF_LIGHTBOTHSIDES work and fix a bug in Mod_PointInLeaf that was
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preventing grenades from lighting up surfaces when using the vis lighting
2001-08-05 05:59:15 +00:00
Bill Currie
647d38fa40
Make R_MarkLights use the vis info to speed things up. Oddly, even though
...
R_MarkLights is now about 3% instead of about 15%, I've lost 8 fps on my
null GL speed test. However, R_AddDynamicLights has jumped up a bit, so I'm
wording if maybe more surfaces are being lit.
2001-08-05 04:01:45 +00:00
Bill Currie
f9e85cdf8a
split up mleaf_t's minmaxs into two arrays
2001-08-03 23:54:09 +00:00
Bill Currie
6cb2cb5bdc
start making the rotated bounding box (really dynamic clipping huls) more
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generice, and also more in line with the rest of quake's clipping system
(ie, support the entity size selected hulls). I'm not /entirly happy with
what's here, but it's a start, and the force fields in customtf work /much/
better :)
2001-07-30 04:33:59 +00:00
Bill Currie
1c9e1b176f
fear the mighty const correct patch
2001-07-15 07:04:17 +00:00
Bill Currie
f0cfc46cb7
model.h:
...
add a crc field to aliashdr_t
model_alias.c:
set it for all models
cl_parse.c:
set the pmodel and emodel info keys to the crcs of the player and eye
models
2001-05-29 17:37:48 +00:00
Bill Currie
a96536c896
nuke commdef.h and clean up the results by putting its contents where they
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belong.
also, merge model.h and friends (MINUS render.h). this needed moving efrags_t
from render.h to model.h.
2001-04-10 06:55:28 +00:00