dmap now contains path tracing optimizations stored in iceproc files.

This commit is contained in:
Justin Marshall
2026-05-26 12:14:39 -07:00
parent 754f5b4aa0
commit 41cbd5669b
50 changed files with 350449 additions and 624741 deletions
+6
View File
@@ -153,6 +153,8 @@ typedef struct node_s {
// needed for FindSideForPortal
int area; // determined by flood filling up to areaportals
int originalArea; // area before automatic refinement
int areaRefineFlood; // temporary flood marker for automatic refinement
int occupied; // 1 or greater can reach entity
uEntity_t * occupant; // for leak file testing
@@ -256,6 +258,7 @@ typedef struct {
bool noTJunc;
bool nomerge;
bool noFlood;
bool autoAreaRefine; // split designer-authored areas with generated BSP portals
bool noClipSides; // don't cut sides by solid leafs, use the entire thing
bool noLightCarve; // extra triangle subdivision by light frustums
shadowOptLevel_t shadowOptLevel;
@@ -339,6 +342,8 @@ void GLS_EndScene( void );
typedef struct {
int area0, area1;
side_t *side;
idWinding *winding; // generated portals don't have a map brush side
bool generated;
} interAreaPortal_t;
extern interAreaPortal_t interAreaPortals[MAX_INTER_AREA_PORTALS];
@@ -348,6 +353,7 @@ bool FloodEntities( tree_t *tree );
void FillOutside( uEntity_t *e );
void FloodAreas( uEntity_t *e );
void MakeTreePortals( tree_t *tree );
void ClearInterAreaPortals( void );
void FreePortal( uPortal_t *p );
//=============================================================================