CSQC polygonbegin functionality now uses the CL_MeshEntities system, this finally...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 13 Apr 2018 02:23:34 +0000 (02:23 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 13 Apr 2018 02:23:34 +0000 (02:23 +0000)
commit4a43205a0993d496822f3460158a41fd4f96c800
tree0c6a7a92353868d2ad60a6bf0ecc7ae195ef1964
parenta8732c390b6b4c0e46e3e1eae07722b6359994a5
CSQC polygonbegin functionality now uses the CL_MeshEntities system, this finally makes it possible to use shaders on those polygons.

UI elements (DrawQ_ system) now use the CL_MeshEntities system, but still renders the mesh the old way, shader support is planned.

DrawQ_Line no longer uses GL_LINES, it now produces a polygon in the CL_MeshEntities system, so shownetgraph and r_speeds_graph features now work on D3D9/DPSOFTRAST/GLES2 render paths.

Added MATERIALFLAG_VERTEXCOLOR as a special case for rgbgen vertex shaders that are being used by CL_MeshEntities meshes, currently this is an unlit type of material but lighting support for it is planned.

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12388 d7cf8633-e32d-0410-b094-e92efae38249
16 files changed:
cl_main.c
cl_screen.c
clvm_cmds.c
csprogs.h
draw.h
gl_draw.c
gl_rmain.c
model_alias.c
model_brush.c
model_brush.h
model_shared.c
model_shared.h
mvm_cmds.c
progsvm.h
r_lightning.c
render.h