Collision against patches: do some major optimizations.
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 21 Jul 2009 19:23:09 +0000 (19:23 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 21 Jul 2009 19:23:09 +0000 (19:23 +0000)
commitd5af28c8b70b48fc900e64471ace80da8f9274f8
tree461899647e66c6604a80b2e42668d27aef988eee
parenta854130c17f1490cf5fb25650994c12d8c9ad0a7
Collision against patches: do some major optimizations.
Keep an array of combined mins and maxs of every 32 consecutive triangles of the patch mesh.
Always collide against the mins/maxs in this array first before actually trying the triangles.
Improves collision performance a LOT, testcase.pk3 (a huge 31x31 patch mesh) becomes playable.
mod_q3bsp_collision_curves_stride value still needs optimizing, I think.

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9065 d7cf8633-e32d-0410-b094-e92efae38249
collision.c
collision.h
model_alias.c
model_brush.c
model_shared.h