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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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gl_model_brush.c | ||
glsl_model_brush.c | ||
Makefile.am | ||
model_brush.c | ||
sw_model_brush.c |