quakeforge/include/QF/GLSL/qf_alias.h
Bill Currie 8acd5c558b [scene] Make entity_t just an entity id for ECS
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.
2022-10-23 22:24:36 +09:00

47 lines
1.2 KiB
C

/*
qf_alias.h
GLSL specific alias model stuff
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2012/1/1
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifndef __QF_GLSL_qf_alias_h
#define __QF_GLSL_qf_alias_h
#include "QF/GLSL/types.h"
typedef struct aliasvrt_s {
GLshort st[2];
GLshort normal[3];
GLushort vertex[3];
} aliasvrt_t;
void glsl_R_InitAlias (void);
struct entity_s;
void glsl_R_DrawAlias (struct entity_s ent);
void glsl_R_AliasBegin (void);
void glsl_R_AliasEnd (void);
#endif//__QF_GLSL_qf_alias_h