optimized surface rendering to surface->groupmesh->data_* array pointers directly...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 4 Apr 2005 16:01:17 +0000 (16:01 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 4 Apr 2005 16:01:17 +0000 (16:01 +0000)
commite40a37e7e99114e259dffe2e36416f0c238a6b40
tree5bb03563e0f6769bcd47243c0b3b04ee8768e6f1
parent6f4bdacc137d137d64882beb27d6dc0091de0f0e
optimized surface rendering to surface->groupmesh->data_* array pointers directly instead of indexing them with surface->num_firstvertex, this allows fewer pointer changes (a small speed gain)
fixed stupid bug in q1bsp texture loading which was making all missing textures invisible
changed portal generation to not break when a portal is clipped away, this fixes a crash at render time with bogus portals
changed r_drawportals to only draw portals surrounding the visible leafs (speed gain, but also useful for debugging vis glitches)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5153 d7cf8633-e32d-0410-b094-e92efae38249
12 files changed:
curves.c
curves.h
gl_models.c
gl_rsurf.c
model_alias.c
model_brush.c
model_shared.c
model_shared.h
portals.c
pr_cmds.c
r_shadow.c
r_shadow.h