optimized trianglefacing calculation, per Vic's recommendation (yes it's all one...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 30 Sep 2002 18:01:08 +0000 (18:01 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 30 Sep 2002 18:01:08 +0000 (18:01 +0000)
commit6d6bb0a8d9e2cb7ad6e156584304b4fd621eac3e
tree3c8cef04df17b9efbe1f37a5d0bc3eb95c3083a9
parent1740f737276f086c2f19758f72881a20e5070b57
optimized trianglefacing calculation, per Vic's recommendation (yes it's all one statement now)
shadow functions now take a vertex array pointer, to make them more broadly useful (in precomputation perhaps?)
beginning work on a precomputed shadow volumes system for static lights

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@2486 d7cf8633-e32d-0410-b094-e92efae38249
gl_models.c
gl_rsurf.c
model_brush.c
model_brush.h
r_shadow.c
r_shadow.h