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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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.. | ||
alias | ||
brush | ||
iqm | ||
sprite | ||
test | ||
clip_hull.c | ||
gl_model_fullbright.c | ||
gl_skin.c | ||
glsl_skin.c | ||
Makefile.am | ||
model.c | ||
null_model.c | ||
portal.c | ||
skin.c | ||
sw_skin.c | ||
trace.c | ||
winding.c |