quakeforge/libs/audio/renderer
Bill Currie 8acd5c558b [scene] Make entity_t just an entity id for ECS
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.
2022-10-23 22:24:36 +09:00
..
flac.c [audio] Ensure FLAC doesn't use dll imports 2022-09-13 17:13:57 +09:00
Makemodule.am [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00
midi.c [sound] Use SYS_snd for all masked prints 2022-06-06 12:39:54 +09:00
snd_channels.c [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
snd_dma.c [scene] Make entity_t just an entity id for ECS 2022-10-23 22:24:36 +09:00
snd_mem.c [sound] Rename "cache" to "block" and clean out old code 2022-06-06 12:39:54 +09:00
snd_mix.c [sound] Bring QF into the atomic age 2022-06-06 12:39:54 +09:00
snd_resample.c [sound] Rename "cache" to "block" and clean out old code 2022-06-06 12:39:54 +09:00
snd_sfx.c [sound] Rename "cache" to "block" and clean out old code 2022-06-06 12:39:54 +09:00
vorbis.c [sound] Rename "cache" to "block" and clean out old code 2022-06-06 12:39:54 +09:00
wav.c [sound] Rename "cache" to "block" and clean out old code 2022-06-06 12:39:54 +09:00