Revised seg vertex order used during render, now uses a [bl, tl, br, tr] order and I've changed the render primitive to DGL_TRIANGLE_STRIP. Changes were made in preparation for planned changes to optimize wall seg rendering.
Added a "process without render" mode for fakeradio. Set cvar "rend-fakeradio" =2
TODO: All the texture coord transformations have been updated but there appears to be a bug somewhere in the code for writing additional dynlights for RP_DIVQUADs (rend_list.c approx, line #1615). Perhaps I'm too tired... its alluded me thus far.
Revised seg vertex order used during render, now uses a [bl, tl, br, tr] order and I've changed the render primitive to DGL_TRIANGLE_STRIP. Changes were made in preparation for planned changes to optimize wall seg rendering.
Added a "process without render" mode for fakeradio. Set cvar "rend-fakeradio" =2
TODO: All the texture coord transformations have been updated but there appears to be a bug somewhere in the code for writing additional dynlights for RP_DIVQUADs (rend_list.c approx, line #1615). Perhaps I'm too tired... its alluded me thus far.