mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-29 23:52:22 +00:00
3eb859a88f
This has several benifits: o The silly issue with alias model pitches being backwards is kept out of the renderer (it's a quakec thing: entites do their pitch backwards, but originally, only alias models were rotated. Hipnotic did brush entity rotations in the correct direction). o Angle to frame vector conversions are done only when the entity's angles vector changes, rather than every frame. This avoids a lot of unnecessary trig function calls. o Once transformed, an entity's frame vectors are always available. However, the vectors are left handed rather than right handed (ie, forward/left/up instead of forward/right/up): just a matter of watching the sign. This avoids even more trig calls (flag models in qw). o This paves the way for merging brush entity surface rendering with the world model surface rendering (the actual goal of this patch). o This also paves the way for using quaternions to represent entity orientation, as that would be a protocol change. |
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.. | ||
.gdbinit | ||
.indent.pro | ||
cl_cam.c | ||
cl_cmd.c | ||
cl_demo.c | ||
cl_ents.c | ||
cl_input.c | ||
cl_main.c | ||
cl_parse.c | ||
cl_screen.c | ||
cl_tent.c | ||
cl_view.c | ||
game.c | ||
host.c | ||
host_cmd.c | ||
host_skin.c | ||
Makefile.am | ||
sbar.c | ||
sdl_link.c | ||
skin.c | ||
sv_cl_phys.c | ||
sv_cvar.c | ||
sv_ded.c | ||
sv_main.c | ||
sv_move.c | ||
sv_phys.c | ||
sv_pr_cmds.c | ||
sv_progs.c | ||
sv_user.c | ||
sys_sdl.c | ||
sys_unix.c | ||
sys_unixd.c | ||
sys_win.c | ||
sys_wind.c | ||
world.c |