Commit graph

66 commits

Author SHA1 Message Date
Seth Galbraith
d570f0905f high precision model loading 2001-12-30 02:30:26 +00:00
Bill Currie
bd0ac4a38a merge Mod_LoadSpriteFrame from gl and sw back into the common sprite loader
pulling the gl specific code (the loading of the texture into GL) into
a separate function (Mod_SpriteLoadTexture), which is just a stub in sw
2001-11-22 05:31:44 +00:00
Bill Currie
0be2a31f2e lots of code cleanup. Merge Mod_LoadAllSkins, merge the sw32 model loading
code into the sw model loading code, remove all refs to r_pixbytes from the
sw renderer (it was never anything but 1), kill libQFmodels_sw32, remove
all the 16 bit code from the 8 bit sw renderer.
2001-11-21 19:13:53 +00:00
Bill Currie
7d14013041 fix many, many bugs in the alias skin loading, transforming and rendering
code. This fixes blather's `melted models' (sw), the nq alt player model
skins (gl), the arbitrary limits on skins and skin groups in gl, and the
incorrect timing of group skins (animated) in gl.
2001-11-21 08:14:05 +00:00
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
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
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
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
Renamed from qw/include/model.h (Browse further)