case 4:
SCR_EndLoadingPlaque (); // allow normal screen updates
// LordHavoc: debugging purposes
- Con_DPrintf("GLQuake texture slots in use: %i : %i : %i texels\n", texture_extension_number, numgltextures, texels);
+ Con_DPrintf("Texture slots in use: %i : %i : %i texels\n", texture_extension_number, numgltextures, texels);
break;
}
}
{
if (dl->die < cl.time || !dl->radius)
continue;
-
+
+ c_dlights++; // count every dlight in use
+
dl->radius -= time*dl->decay;
if (dl->radius < 0)
dl->radius = 0;
if (ent->msgtime != cl.mtime[0])
{
ent->model = NULL;
+ // LordHavoc: free on the same frame, not the next
+ if (ent->forcelink)
+ R_RemoveEfrags (ent); // just became empty
continue;
}
+ // LordHavoc: animation interpolation, note: framegroups partially override this in the renderer
+ /*
+ if (ent->model != ent->lerp_model || ent->lerp_time > cl.time)
+ {
+ ent->lerp_frame1 = ent->lerp_frame2 = ent->frame;
+ ent->lerp_time = cl.time;
+ ent->lerp = 0;
+ }
+ else if (ent->frame != ent->lerp_frame2)
+ {
+ ent->lerp_frame1 = ent->lerpframe2;
+ ent->lerp_frame2 = ent->frame;
+ ent->lerp_time = cl.time;
+ ent->lerp = 0;
+ }
+ else
+ ent->lerp = bound(0, (cl.time - ent->lerp_time) * 10.0f, 1);
+ */
+
VectorCopy (ent->origin, oldorg);
if (ent->forcelink)
AngleVectors (ent->angles, fv, rv, uv);
VectorMA (dl->origin, 18, fv, dl->origin);
- dl->radius = 200 + (rand()&31);
- dl->minlight = 32;
+ dl->radius = 100 + (rand()&31);
dl->die = cl.time + 0.1;
dl->color[0] = 1.0;dl->color[1] = 1.0;dl->color[2] = 1.0;
}
CL_Fog_f
======================
*/
-extern float fog_density, fog_red, fog_green, fog_blue;
void CL_Fog_f (void)
{
if (Cmd_Argc () == 1)