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8e1bf69d5d
World scale can only be approximate if non-uniform scales and non-orthogonal rotations are involved, but it is still useful information sometimes. However, the calculation is expensive (needs a square root), so remove world scale as a component and instead calculate it on an as-needed basis because it is quite expensive to do for every transform when it is used only by the legacy-GL alias model renderer. |
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.. | ||
test | ||
camera.c | ||
efrag.c | ||
entity.c | ||
light.c | ||
Makemodule.am | ||
scene.c | ||
transform.c |