engine mostly converted to use R_MeshQueue functions instead of true transparent...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 27 Aug 2002 09:42:59 +0000 (09:42 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 27 Aug 2002 09:42:59 +0000 (09:42 +0000)
commitcf93d91077855abf71419763e56bc774bc3b244f
tree5479172425c6b09bab92574972f0a8a2d329d491
parente333243143aa39b2841b132117514caf7a897711
engine mostly converted to use R_MeshQueue functions instead of true transparent meshs, this meant getting rid of currentrenderentity
the rest of the conversion to R_MeshQueue will be in a future commit, just wanted to get this in now

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@2290 d7cf8633-e32d-0410-b094-e92efae38249
12 files changed:
cl_particles.c
gl_models.c
gl_rmain.c
gl_rsurf.c
model_alias.c
model_brush.h
model_shared.h
r_explosion.c
r_light.c
r_light.h
r_sprites.c
render.h