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OrdinaryMagician
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vkdoom_m
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909daadd75
vkdoom_m
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src
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gl
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models
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Rachael Alexanderson
763222b571
- fixed: high uptime was causing overloads in uint32_t and float structures (float losing loss of precision) - this caused any computer online for more than a few days to experience jankiness with internal animations such as rotations and shader timers. Unfortunately, this sounds the death knell for 32-bit platforms, since uint64_t is now required in time-critical structures, which will hurt performance tremendeously, but 64-bit systems will be unaffected.
2017-11-14 16:15:25 -05:00
..
gl_models.cpp
- fixed: high uptime was causing overloads in uint32_t and float structures (float losing loss of precision) - this caused any computer online for more than a few days to experience jankiness with internal animations such as rotations and shader timers. Unfortunately, this sounds the death knell for 32-bit platforms, since uint64_t is now required in time-critical structures, which will hurt performance tremendeously, but 64-bit systems will be unaffected.
2017-11-14 16:15:25 -05:00
gl_models.h
- except for DWORD, all homegrown integer types are gone - a handful were left where they represent genuine Windows types.
2017-03-09 19:54:41 +01:00
gl_models_md2.cpp
- Improved dynamic lights on models
2017-07-25 23:00:09 +02:00
gl_models_md3.cpp
- Improved dynamic lights on models
2017-07-25 23:00:09 +02:00
gl_voxels.cpp
- Improved dynamic lights on models
2017-07-25 23:00:09 +02:00
tab_anorms.h
- compile both poly and sw renderer as one unit, because due to the includes this gets really slow otherwise. Lumping these together saves 50 seconds per build on my system with a 3.4 GHz Core i7 and an SSD for storage, so on other systems it may be even more.
2017-03-10 00:43:36 +01:00