quakeforge/libs/scene
Bill Currie 35ec2ebb4c [scene] Move dynamic lights into the scene ECS
While the insertion of dlights into the BSP might wind up being overly
expensive, the automatic management of the component pool cleans up the
various loops in the renderers.

Unfortunately, (current bug) lights on entities cause the entity to
disappear due to how the entity queue system works, and the doubled
efrag chain causes crashes when changing maps, meaning lights should be
on their own entities, not additional components on entities with
visible models.

Also, the vulkan renderer segfaults on dlights (fix incoming, along with
shadows for dlights).
2023-08-04 15:08:56 +09:00
..
test [ecs] Add hierarchy-only tests 2022-11-05 21:29:38 +09:00
camera.c [scene] Remove scene_resources_t struct 2023-01-20 15:53:51 +09:00
efrag.c [scene] Put lights into the bsp tree via efrags 2023-07-22 17:53:07 +09:00
entity.c [glsl] Be more null-safe for free/destroy functions 2023-03-06 18:21:13 +09:00
light.c [scene] Move dynamic lights into the scene ECS 2023-08-04 15:08:56 +09:00
Makemodule.am [scene] Move efrag code from renderer to scene 2022-11-14 12:43:33 +09:00
scene.c [scene] Move dynamic lights into the scene ECS 2023-08-04 15:08:56 +09:00
transform.c [scene] Remove scene_resources_t struct 2023-01-20 15:53:51 +09:00