mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-13 08:27:39 +00:00
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). |
||
---|---|---|
.. | ||
gl_draw.c | ||
gl_dyn_lights.c | ||
gl_dyn_part.c | ||
gl_dyn_textures.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_screen.c | ||
gl_sky.c | ||
gl_sky_clip.c | ||
gl_textures.c | ||
gl_warp.c | ||
Makefile.am | ||
namehack.h | ||
qfgl_ext.c | ||
vid_common_gl.c | ||
vtxarray.c |