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a12eb940f1
The depth limits in the gl and glsl renderers and in the trace code really bothered me, but then the fix hit me: at load-time, recurse the trees normally and record the depth in the appropriate place. The node stacks can then be allocated as necessary (I chose to add a paranoia buffer of 2, but I expect the maximum depth will rarely be used). |
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.. | ||
hulls.c | ||
hulls.h | ||
main.c | ||
Makefile.am | ||
testclip.c | ||
testcontents.c | ||
testportals.c | ||
trace-id.c | ||
trace-qf-bad.c |