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
glquake.h to mathlib.h (along with the declaration for frustum) and the
extern inline keyworws protected by an ifndef so that mathlib.c can cause
R_CullBox to be compiled publicly. The definition of frustrum has been moved
from its verious locations into mathlib.c.
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.