quakeforge/nq/include
Bill Currie 3eb859a88f Move the entity transform setup into the clients.
This has several benifits:
  o The silly issue with alias model pitches being backwards is kept out
    of the renderer (it's a quakec thing: entites do their pitch
    backwards, but originally, only alias models were rotated. Hipnotic
    did brush entity rotations in the correct direction).
  o Angle to frame vector conversions are done only when the entity's
    angles vector changes, rather than every frame. This avoids a lot of
    unnecessary trig function calls.
  o Once transformed, an entity's frame vectors are always available.
    However, the vectors are left handed rather than right handed (ie,
    forward/left/up instead of forward/right/up): just a matter of
    watching the sign. This avoids even more trig calls (flag models in
    qw).
  o This paves the way for merging brush entity surface rendering with the
    world model surface rendering (the actual goal of this patch).
  o This also paves the way for using quaternions to represent entity
    orientation, as that would be a protocol change.
2011-12-15 17:09:01 +09:00
..
chase.h gcc 3.0 compile fixes 2001-06-19 22:05:13 +00:00
client.h Move the entity transform setup into the clients. 2011-12-15 17:09:01 +09:00
game.h Fix registered game detection. 2011-09-11 15:40:36 +09:00
host.h re-arrange things so __attribute__ and __builtin_expect are properly 2003-01-15 15:31:36 +00:00
Makefile.am all that just to get rid of it. *shrug* 2003-04-21 18:00:10 +00:00
protocol.h Back out the fitzquake lerp changes. 2011-12-13 17:01:15 +09:00
server.h Support jumping off pretty much anything. 2011-06-11 13:19:31 +09:00
sv_pr_cmds.h Clean up the diffs a bit between qw and nq sv_pr_cmds 2011-09-07 09:41:05 +09:00
sv_progs.h Get entity alpha (mostly) working. 2010-12-16 09:34:29 +09:00