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https://git.code.sf.net/p/quake/quakeforge
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ba3879c6e0
This actually has at least two benefits: the transform id is managed by the scene and thus does not need separate management by the Ruamoko wrapper functions, and better memory handling of the transform objects. Another benefit that isn't realized yet is that this is a step towards breaking the renderers free of quake and quakeworld: although the clients don't actually use the scene yet, it will be a good place to store the rendering information (functions to run, etc).
14 lines
314 B
C
14 lines
314 B
C
#ifndef __scn_internal_h
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#define __scn_internal_h
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#include "QF/progs.h"
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#include "QF/scene/entity.h"
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#include "QF/scene/scene.h"
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#include "QF/scene/transform.h"
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typedef struct scene_resources_s {
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PR_RESMAP (entity_t) entities;
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PR_RESMAP (transform_t) transforms;
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} scene_resources_t;
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#endif//__scn_internal_h
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