rewrote most of the RSurfShader_ functions to use R_Mesh_Draw_GetBuffer instead of...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 9 Aug 2002 21:14:12 +0000 (21:14 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 9 Aug 2002 21:14:12 +0000 (21:14 +0000)
commit9085903141b6ca8abcf0f518908d770e0107d378
tree21e8420bf6dec8ed5e219596ce12f3d106051cd5
parent69a003b5def5ea2ece7310d3b35b62bf023c29b1
rewrote most of the RSurfShader_ functions to use R_Mesh_Draw_GetBuffer instead of R_Mesh_Draw

r_modellights replaced r_lightmodels, r_modellights sets limit on how many directional lights will be shaded onto the model (only the brightest are chosen)

cleaned up lighting code a lot, it is now consistent between static and dynamic light sources, and the light radius has been reduced

unfortunately this commit seems to have slowed down the engine a bit, and I don't know why, it should be a speed gain

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@2223 d7cf8633-e32d-0410-b094-e92efae38249
gl_rsurf.c
menu.c
r_light.c
r_light.h