quakeforge/libs/models
Bill Currie a12eb940f1 Remove the hard-coded bsp maximum depths.
The depth limits in the gl and glsl renderers and in the trace code really
bothered me, but then the fix hit me: at load-time, recurse the trees
normally and record the depth in the appropriate place. The node stacks can
then be allocated as necessary (I chose to add a paranoia buffer of 2, but
I expect the maximum depth will rarely be used).
2012-11-28 21:29:03 +09:00
..
alias Fix 16-bit mdl loading for glsl. 2012-08-07 17:06:01 +09:00
brush Remove the hard-coded bsp maximum depths. 2012-11-28 21:29:03 +09:00
iqm Make hash tables more const correct. 2012-10-27 11:44:31 +09:00
sprite Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
test Remove the hard-coded bsp maximum depths. 2012-11-28 21:29:03 +09:00
clip_hull.c Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
gl_model_fullbright.c Massive whitespace cleanup. 2012-05-22 08:23:22 +09:00
gl_skin.c Don't attemt fullbright processing for an unavailable skin. 2012-07-05 10:30:41 +09:00
glsl_skin.c Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
Makefile.am Stub out the iqm loader. 2012-05-15 21:08:43 +09:00
model.c Enable shadows for grenades. 2012-07-17 17:12:34 +09:00
null_model.c Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
portal.c Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
skin.c Make hash tables more const correct. 2012-10-27 11:44:31 +09:00
sw_skin.c Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
trace.c Remove the hard-coded bsp maximum depths. 2012-11-28 21:29:03 +09:00
winding.c Put the over-size range back to its original value. 2012-09-18 09:25:10 +09:00