mirror of
https://git.code.sf.net/p/quake/quakeforge
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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. |
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.. | ||
gl_draw.c | ||
gl_dyn_lights.c | ||
gl_dyn_part.c | ||
gl_dyn_textures.c | ||
gl_fisheye.c | ||
gl_fog.c | ||
gl_graph.c | ||
gl_lightmap.c | ||
gl_mod_alias.c | ||
gl_mod_iqm.c | ||
gl_mod_sprite.c | ||
gl_rmain.c | ||
gl_rmisc.c | ||
gl_rsurf.c | ||
gl_sky.c | ||
gl_sky_clip.c | ||
gl_textures.c | ||
gl_warp.c | ||
qfgl_ext.c | ||
vid_common_gl.c | ||
vtxarray.c |