honor ent->shadertime in all material handling (tcmod, etc)
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 23 May 2011 15:49:45 +0000 (15:49 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 23 May 2011 15:49:45 +0000 (15:49 +0000)
commit413d0b4aa169829f1c464b2bcde781972af138a2
treed8e8fcab58022d5fff606c469da6684cd18263c2
parent6bb2c4cecb8a4e633fc0faf90c939fc180f7163b
honor ent->shadertime in all material handling (tcmod, etc)
do frame looping properly on q3 shader animmap (no more precision issues)
wrap tcmod scroll so that it does not have precision breakdown
changed rsurface.ent_shadertime to rsurface.shadertime which is now
relative time (what should be used)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11164 d7cf8633-e32d-0410-b094-e92efae38249
gl_rmain.c
render.h