some surface rendering code cleanup
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 27 Jan 2008 08:39:42 +0000 (08:39 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 27 Jan 2008 08:39:42 +0000 (08:39 +0000)
commitbb84273fe855ec05959ae0c64b77b6d31d230e7f
treed1b026b4916f9544f8e0acfa66409712f870232f
parent3fe0ee89f506f39375a5abe5c0ff170de037614a
some surface rendering code cleanup
eliminated several redundant state calls
eliminated RSurf_CleanUp function
eliminated special gl_lightmaps rendering path
moved all but the basic material rendering from R_DrawTextureSurfaceList
to R_ProcessTextureSurfaceList, this simplifies the transparent callback
and allowed me to move the transparent queuing into this function

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@8024 d7cf8633-e32d-0410-b094-e92efae38249
gl_rmain.c
gl_rsurf.c
r_shadow.c
render.h