]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.h
lightmap update checking is now handled very differently; each brush model has a...
[xonotic/darkplaces.git] / model_shared.h
index 745f2ce5e4dcdf45d73a1049a9e5e654f250e1a9..8f504282cf19d0fdf506e18caaa2a7d3b1e7163d 100644 (file)
@@ -188,8 +188,6 @@ typedef struct model_s
        int                             numtextures;
        texture_t               *textures;
 
-       msurface_t              **texturesurfacechains;
-
        qbyte                   *visdata;
        qbyte                   *lightdata;
        char                    *entities;
@@ -203,11 +201,6 @@ typedef struct model_s
        int                             numlights;
        mlight_t                *lights;
 
-       // used only for casting dynamic shadow volumes
-       shadowmesh_t    *shadowmesh;
-       vec3_t                  shadowmesh_mins, shadowmesh_maxs, shadowmesh_center;
-       float                   shadowmesh_radius;
-
        // pvs visibility marking
        mleaf_t                 *pvsviewleaf;
        int                             pvsviewleafnovis;
@@ -215,6 +208,20 @@ typedef struct model_s
        mleaf_t                 *pvsleafchain;
        int                             *pvssurflist;
        int                             pvssurflistlength;
+       // these get rebuilt as the player moves around if this is the world,
+       // otherwise they are left alone (no pvs for bmodels)
+       msurface_t              ***pvstexturechains;
+       msurface_t              **pvstexturechainsbuffer;
+       int                             *pvstexturechainslength;
+
+       // lightmap update chains for light styles
+       int                             light_styles;
+       qbyte                   *light_style;
+       int                             *light_stylevalue;
+       msurface_t              ***light_styleupdatechains;
+       msurface_t              **light_styleupdatechainsbuffer;
+       int                             light_scalebit;
+       float                   light_ambient;
 
        // skin animation info
        animscene_t             *skinscenes; // [numskins]