use dynamic eye position-centered bouncegrid when rendering in dynamic
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 24 Feb 2011 08:02:39 +0000 (08:02 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 24 Feb 2011 08:02:39 +0000 (08:02 +0000)
commitf575e5ad7f9eab64e89b714e75ff5dd92e49f373
tree7d0b7034aaedaabdfa537eee8dd2bd0f16494397
parent6d55999e421d3d1ec73c3f056c3198258ef0deaf
use dynamic eye position-centered bouncegrid when rendering in dynamic
mode, to reduce upload memory usage on large maps (albeit at a cost of
not covering the entire map in some cases)
changed back to specular reflection (true mirror) bouncing of particles
(can be changed with the r_shadow_bouncegrid_bounceanglediffuse cvar)
because it gets rid of some dark corner artifacts

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10858 d7cf8633-e32d-0410-b094-e92efae38249
cl_screen.c
client.h
r_shadow.c
todo