quakeforge/include/QF/scene
Bill Currie 20c861027e [sw] Take advantage of the ECS for edge rendering
This fixes the segfault due to the world entity not actually existing,
without adding a world entity. It takes advantage of the ECS in that the
edge renderer needs only the world matrix, brush model pointer, and the
animation frame number (which is just 0/1 for brush models), thus the
inherent SOA of ECS helps out, though benchmarking is needed to see if
it made any real difference.

With this, all 4 renderers are working again.
2022-10-25 19:36:09 +09:00
..
camera.h [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
component.h [scene] Make Ent_AddComponent more raw 2022-10-25 11:41:14 +09:00
entity.h [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
hierarchy.h [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
light.h [client] Clean up light loading 2022-05-05 23:49:31 +09:00
scene.h [sw] Take advantage of the ECS for edge rendering 2022-10-25 19:36:09 +09:00
transform.h [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
types.h [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00