added GLSL shader path for normal rendering stage, reworked a lot of things to do...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 17 Mar 2006 06:33:11 +0000 (06:33 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 17 Mar 2006 06:33:11 +0000 (06:33 +0000)
commit1a476882427593a562b624379f137bf8821db951
tree6f24ecdca03b693e4ba4a02cc446eb39eb974db7
parentd5a6f4d6e75a91c3623601164e44ee55a5a545be
added GLSL shader path for normal rendering stage, reworked a lot of things to do this
removed .lights file loading and the corresponding directional model shading (these were only produced by hlight for q1bsp, very rare files) so that the GLSL normal rendering stage would not have to deal with .lights files
changed R_CompleteLightPoint to properly match rtlight shading, not the old dlights, this allowed removal of the old lightmap_* rtlight fields

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6128 d7cf8633-e32d-0410-b094-e92efae38249
client.h
gl_rmain.c
model_brush.c
model_brush.h
model_shared.h
r_light.c
r_light.h
r_shadow.c
render.h