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- moved the viewpoint buffer to hwrenderer.
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6 changed files with 5 additions and 8 deletions
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@ -700,7 +700,6 @@ file( GLOB HEADER_FILES
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hwrenderer/textures/*.h
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hwrenderer/utility/*.h
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gl/*.h
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gl/data/*.h
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gl/dynlights/*.h
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gl/models/*.h
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gl/renderer/*.h
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@ -1038,7 +1037,6 @@ set (PCH_SOURCES
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g_statusbar/sbarinfo.cpp
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g_statusbar/sbar_mugshot.cpp
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g_statusbar/shared_sbar.cpp
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gl/data/gl_viewpointbuffer.cpp
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gl/dynlights/gl_lightbuffer.cpp
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gl/dynlights/gl_shadowmap.cpp
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gl/renderer/gl_renderer.cpp
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@ -1057,6 +1055,7 @@ set (PCH_SOURCES
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gl/textures/gl_hwtexture.cpp
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gl/textures/gl_samplers.cpp
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hwrenderer/data/flatvertices.cpp
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hwrenderer/data/hw_viewpointbuffer.cpp
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hwrenderer/dynlights/hw_aabbtree.cpp
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hwrenderer/dynlights/hw_shadowmap.cpp
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hwrenderer/models/hw_models.cpp
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@ -57,7 +57,7 @@
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#include "gl/shaders/gl_postprocessshaderinstance.h"
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#include "gl/textures/gl_samplers.h"
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#include "gl/dynlights/gl_lightbuffer.h"
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#include "gl/data/gl_viewpointbuffer.h"
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#include "hwrenderer/data/hw_viewpointbuffer.h"
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#include "r_videoscale.h"
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#include "r_data/models/models.h"
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@ -41,7 +41,7 @@
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#include "hwrenderer/scene/hw_clipper.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/data/gl_viewpointbuffer.h"
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#include "hwrenderer/data/hw_viewpointbuffer.h"
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#include "gl/dynlights/gl_lightbuffer.h"
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#include "hwrenderer/models/hw_models.h"
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@ -51,7 +51,7 @@
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#include "hwrenderer/utility/hw_cvars.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/data/gl_viewpointbuffer.h"
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#include "hwrenderer/data/hw_viewpointbuffer.h"
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#include "hwrenderer/scene/hw_clipper.h"
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#include "hwrenderer/scene/hw_portal.h"
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#include "gl/scene/gl_drawinfo.h"
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@ -25,12 +25,10 @@
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**
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**/
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#include "gl_load/gl_system.h"
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#include "gl_load/gl_interface.h"
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#include "hwrenderer/data/shaderuniforms.h"
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#include "hwrenderer/scene/hw_viewpointuniforms.h"
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#include "hwrenderer/scene/hw_drawinfo.h"
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#include "gl_viewpointbuffer.h"
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#include "hw_viewpointbuffer.h"
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static const int INITIAL_BUFFER_SIZE = 100; // 100 viewpoints per frame should nearly always be enough
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