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https://git.code.sf.net/p/quake/quakeforge
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8acd5c558b
This puts the hierarchy (transform) reference, animation, visibility, renderer, active, and old_origin data in separate components. There are a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately in sw, reasons known, missing brush models in vulkan). While quake doesn't really need an ECS, the direction I want to take QF does, and it does seem to have improved memory bandwidth a little (uncertain). However, there's a lot more work to go (especially fixing the above bugs), but this seems to be a good start.
14 lines
315 B
C
14 lines
315 B
C
#ifndef __scn_internal_h
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#define __scn_internal_h
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#include "QF/progs.h"
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#include "QF/scene/entity.h"
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#include "QF/scene/hierarchy.h"
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#include "QF/scene/scene.h"
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#include "QF/scene/transform.h"
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typedef struct scene_resources_s {
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PR_RESMAP (hierarchy_t) hierarchies;
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} scene_resources_t;
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#endif//__scn_internal_h
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