q3bsp curve collisions (technically it can collide against any triangle mesh)
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 27 Aug 2003 12:22:00 +0000 (12:22 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 27 Aug 2003 12:22:00 +0000 (12:22 +0000)
commit0db6270f9fdf1da680391fe0389d7ad6cfc48517
tree9e30eb7bfc8fcd7e1800f05921ec0c96e4bca5bc
parent94fe2725e237afaad3a920f0958d0eb4d858ad1a
q3bsp curve collisions (technically it can collide against any triangle mesh)
fixed some severe bugs in the q3bsp traceline code
optimized q3bsp tracebrush code - now uses a bbox for the trace, and reduces it to fit each node it encounters, this caused *IMMENSE* speedups!
optimized q3bsp curve collisions to use bbox culling of triangles (to avoid the cost of generating collision brushes most of the time)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@3417 d7cf8633-e32d-0410-b094-e92efae38249
12 files changed:
cl_collision.c
collision.c
collision.h
gl_rsurf.c
mathlib.h
model_brush.c
model_shared.c
model_shared.h
sv_main.c
sv_phys.c
todo
world.c