GLM is the Ghoul2 model format. Meshes/surfaces in the model are arranged in a hierarchy, starting from the torso going outwards, to make it easy to not render whole parts of the model, e.g. limbs.
LODs are built into the model format.
10:12 PM] Xycaleth: wtf >_> on mac SP intro works fine if I launch with the binary directly. if i use the .app then i get the stuttering | |
[10:45 PM] Ensiform: Logic | |
[10:48 PM] Xycaleth: where's the code to show the Jedi Academy logo at the start? | |
[10:48 PM] Xycaleth: i noticed sometimes it doesn't show in SP | |
[10:55 PM] Xycaleth: oh comes from the renderer | |
[11:03 PM] Xycaleth: oh yay i think i fixed it | |
[11:03 PM] Xycaleth: the stuttering | |
[11:04 PM] Xycaleth: i don't really understand why it works though | |
[11:05 PM] Xycaleth: Had to move a CL_StartHunkUsers from CL_Init to Com_Init to match MP | |
[11:10 PM] Xycaleth: https://gist.github.com/xycaleth/58dd14c4e2ee3da899832969d8c3e867 |
diff --git a/code/client/cl_main.cpp b/code/client/cl_main.cpp | |
index e8f3d3f2..d473ca3a 100644 | |
--- a/code/client/cl_main.cpp | |
+++ b/code/client/cl_main.cpp | |
@@ -1316,8 +1316,6 @@ void CL_Init( void ) { | |
CL_InitRef(); | |
- CL_StartHunkUsers(); | |
- |
/*[Vertex]*/ | |
uniform float u_Gravity; | |
uniform float u_DeltaTime; | |
uniform vec3 u_MapExtents[2]; | |
uniform sampler2D u_OverheadDepthMap; | |
in vec3 attr_Position; | |
in vec3 attr_Color; | |
out vec3 var_Position; |
Type: "RIFF" | |
Size: 2144 | |
Form Type: "eal " | |
{ | |
Type: "majv" | |
Size: 4 | |
ASCII Data: | |
.... | |
Hex Data: | |
03 00 00 00 |
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#include <DetourNavMeshQuery.h> | |
#include "NPC_local.h" | |
extern "C" | |
{ | |
#include "g_local.h" | |
} | |
bool FindNearestPoly ( const vec3_t position, const dtNavMesh *navMesh, const dtNavMeshQuery *query, dtPolyRef *nearestPoly ) | |
{ |
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