size = smax*tmax;
size3 = size*3;
- r_refdef.stats.lightmapupdatepixels += size;
- r_refdef.stats.lightmapupdates++;
+ r_refdef.stats[r_stat_lightmapupdatepixels] += size;
+ r_refdef.stats[r_stat_lightmapupdates]++;
if (cl.buildlightmapmemorysize < size*sizeof(int[3]))
{
// if leaf is in current pvs and on the screen, mark its surfaces
if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
{
- r_refdef.stats.world_leafs++;
+ r_refdef.stats[r_stat_world_leafs]++;
r_refdef.viewcache.world_leafvisible[j] = true;
if (leaf->numleafsurfaces)
for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
// if leaf is in current pvs and on the screen, mark its surfaces
if (!R_CullBox(leaf->mins, leaf->maxs))
{
- r_refdef.stats.world_leafs++;
+ r_refdef.stats[r_stat_world_leafs]++;
r_refdef.viewcache.world_leafvisible[j] = true;
if (leaf->numleafsurfaces)
for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
// if leaf is in current pvs and on the screen, mark its surfaces
if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
{
- r_refdef.stats.world_leafs++;
+ r_refdef.stats[r_stat_world_leafs]++;
r_refdef.viewcache.world_leafvisible[j] = true;
if (leaf->numleafsurfaces)
for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
continue;
if (leaf->clusterindex < 0)
continue;
- r_refdef.stats.world_leafs++;
+ r_refdef.stats[r_stat_world_leafs]++;
r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
// mark any surfaces bounding this leaf
if (leaf->numleafsurfaces)
// (the first two checks won't cause as many cache misses as the leaf checks)
for (p = leaf->portals;p;p = p->next)
{
- r_refdef.stats.world_portals++;
+ r_refdef.stats[r_stat_world_portals]++;
if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
&& !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
&& CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
void R_Q1BSP_DrawDepth(entity_render_t *ent)
{
dp_model_t *model = ent->model;
- if (model == NULL)
+ if (model == NULL || model->surfmesh.isanimated)
return;
GL_ColorMask(0,0,0,0);
GL_Color(1,1,1,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
// R_Mesh_ResetTextureState();
- R_SetupShader_DepthOrShadow(false, false);
if (ent == r_refdef.scene.worldentity)
R_DrawWorldSurfaces(false, false, true, false, false);
else
continue;
if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
continue;
- r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
- r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
+ r_refdef.stats[r_stat_lights_dynamicshadowtriangles] += surface->num_triangles;
+ r_refdef.stats[r_stat_lights_shadowtriangles] += surface->num_triangles;
batchsurfacelist[0] = surface;
batchnumsurfaces = 1;
while(++modelsurfacelistindex < modelnumsurfaces && batchnumsurfaces < RSURF_MAX_BATCHSURFACES)
break;
if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
continue;
- r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
- r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
+ r_refdef.stats[r_stat_lights_dynamicshadowtriangles] += surface->num_triangles;
+ r_refdef.stats[r_stat_lights_shadowtriangles] += surface->num_triangles;
batchsurfacelist[batchnumsurfaces++] = surface;
}
--modelsurfacelistindex;
GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back);
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, batchnumsurfaces, batchsurfacelist);
- if (rsurface.batchvertex3fbuffer)
- R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
- else
- R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, batchnumsurfaces, batchsurfacelist);
+ R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
RSurf_DrawBatch();
}
R_FrameData_ReturnToMark();