q1bsp traceline code now hits surfaces, this comes at a performance cost
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 1 Mar 2011 18:16:44 +0000 (18:16 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 1 Mar 2011 18:16:44 +0000 (18:16 +0000)
commit26b14b9b9f80169eca69b17aae7ca1da0c0aff7f
treef4061e786c9a3b2f77d91b106a69954e9b36766c
parent30b3c4673d7ddc67c7e5cf2eb00fdd5a2aee05d9
q1bsp traceline code now hits surfaces, this comes at a performance cost
but was necessary for bouncegrid to acquire color of surfaces, it also
means that quakec code can now use trace_dphittexture on q1bsp maps
disabled bouncegrid on fullbright surfaces (fixes bright coronas bug)
tweaked bouncegrid settings again now that texture color works

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10878 d7cf8633-e32d-0410-b094-e92efae38249
15 files changed:
cl_collision.c
cl_collision.h
cl_input.c
cl_main.c
cl_particles.c
clvm_cmds.c
collision.c
collision.h
gl_rmain.c
model_brush.c
model_shared.h
r_explosion.c
r_shadow.c
sv_phys.c
view.c