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https://git.code.sf.net/p/quake/quakeforge
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3eb859a88f
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. |
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.. | ||
cl_cam.h | ||
cl_chat.h | ||
cl_demo.h | ||
cl_ents.h | ||
cl_http.h | ||
cl_input.h | ||
cl_main.h | ||
cl_parse.h | ||
cl_pred.h | ||
cl_skin.h | ||
cl_slist.h | ||
cl_tent.h | ||
client.h | ||
crudefile.h | ||
game.h | ||
host.h | ||
Makefile.am | ||
map_cfg.h | ||
server.h | ||
sv_demo.h | ||
sv_gib.h | ||
sv_pr_cmds.h | ||
sv_pr_cpqw.h | ||
sv_pr_qwe.h | ||
sv_progs.h | ||
sv_qtv.h | ||
sv_recorder.h |