independent control of gl_mesh_maxtriangles and gl_mesh_transtriangles (that is to...
authorlordhavoc <lordhavoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 14 May 2002 10:40:35 +0000 (10:40 +0000)
committerlordhavoc <lordhavoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 14 May 2002 10:40:35 +0000 (10:40 +0000)
commite439cb0c1b12fe784cc05e8acee1cd1843db7c2b
tree2221811dca4df2d7099ffd314de5b28285580994
parent127d4c8de58eaa959c69ec7ebf06b484250c1e98
independent control of gl_mesh_maxtriangles and gl_mesh_transtriangles (that is to say you can have more transparent triangles than normal ones, they get rendered in batchs anyway)

also a check for meshs too big for 3DFX drivers, which might fix problems for some people, I dunno, I was unable to reproduce the problem on my voodoo2 this time (has occurred in the past, maybe something else is broken in the gl_backend preventing it from overflowing the vertex buffers of the driver)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@1829 d7cf8633-e32d-0410-b094-e92efae38249
gl_backend.c