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https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-19 00:51:51 +00:00
9ee0eada1f
The parsing of light data from maps is now in the client library, and basic light management is in scene. Putting the light loading code into the Vulkan renderer was a mistake I've wanted to correct for a while. The client code still needs a bit of cleanup, but the basics are working nicely.
27 lines
809 B
Text
27 lines
809 B
Text
noinst_LTLIBRARIES += libs/client/libQFclient.la
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libs_client_libQFclient_la_LDFLAGS= @STATIC@
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libs_client_libQFclient_la_LIBADD= libs/gamecode/libQFgamecode.la libs/util/libQFutil.la
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libs_client_libQFclient_la_SOURCES= \
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libs/client/cl_chase.c \
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libs/client/cl_effects.c \
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libs/client/cl_entities.c \
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libs/client/cl_input.c \
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libs/client/cl_light.c \
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libs/client/cl_particles.c \
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libs/client/cl_temp_entities.c \
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libs/client/cl_view.c \
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libs/client/cl_world.c \
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libs/client/hud.c \
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libs/client/locs.c \
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libs/client/old_keys.c
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default_input_src = libs/client/default_input.plist
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default_input_gen = libs/client/default_input.plc
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libs/client/cl_input.lo: libs/client/cl_input.c $(default_input_gen)
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EXTRA_DIST += \
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libs/client/default_input.plist
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CLEANFILES += \
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libs/client/*.plc
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