quakeforge/libs/video/renderer/glsl
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
..
glsl_alias.c [renderer] Tidy up entity component access 2022-10-25 12:53:30 +09:00
glsl_bsp.c [sw] Take advantage of the ECS for edge rendering 2022-10-25 19:36:09 +09:00
glsl_draw.c [renderer] Add fontid to Draw_AddFont and Draw_FontString 2022-10-03 09:01:54 +09:00
glsl_fisheye.c [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00
glsl_iqm.c [renderer] Tidy up entity component access 2022-10-25 12:53:30 +09:00
glsl_lightmap.c [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
glsl_main.c [renderer] Tidy up entity component access 2022-10-25 12:53:30 +09:00
glsl_particles.c [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00
glsl_shader.c [glsl] Put #line after any #version lines in the chunks 2022-03-25 09:01:27 +09:00
glsl_sprite.c [renderer] Tidy up entity component access 2022-10-25 12:53:30 +09:00
glsl_textures.c [renderer] Report scrap rectangle counts 2022-09-20 19:32:41 +09:00
glsl_warp.c [glsl] Implement screen warp when in liquids 2022-03-25 09:01:27 +09:00
qfglsl.c Separate render and presentation initialization 2019-07-09 01:00:47 +09:00
quakeforge.glsl [glsl] Implement fisheye rendering 2022-03-25 12:22:16 +09:00
vid_common_glsl.c [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00