GLQuake had pretty much already implemented this with
GL_MakeAliasModelDisplayLists, but generalise it to use the model_loader_t
system and have the software render place it's internal details behind the same
interface.
Again I have introduced some limitations into the software renderer in the form
of the static arrays used to hold temporary data as we load the mesh (same a
glquake) - will attempt to get rid of these later.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Move the renderer specific fields from aliashdr_t to another struct. Embed the
common aliashdr_t struct within it and use the padded cache allocator to allow
the extra data to be managed automatically by the cache.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
changed the type of 'used' in gl_mesh.c from qboolean to int,
because we assign values other than true and false to it.
Signed-off-by: O.Sezer <sezero@users.sourceforge.net>
Signed-off-by: Tyrann <tyrann@disenchant.net>
Make a whole lot of globals from gl_mesh.c static.
Pass in the aliashdr_t to GL_MakeAliasModelDisplayLists so that
pheader global in gl_model.c can be made static also.
Signed-off-by: Tyrann <tyrann@disenchant.net>