Projection shadows WIP.
Don't need this +1.0 with the depth offset hack.
Sort of working projection shadows.
Closer to wrapping projection shadows up.
Clip shadows to world geometry using stencil write for opaque world surfaces.
Clip shadows to world geometry using stencil write for opaque world surfaces.
Clip shadows to world geometry using stencil write for opaque world surfaces.
Multiple shadows per mesh.
Use PM_MINS / PM_MAXS to resolve player model box and radius. The .md3 files include radiuses that account for all movements (jumping) that blow out the bounds we need for lighting and things.
s/c_model/c_bsp_model/g. Also move plane type constants to quake2world.h
These should have been included in 837c522.
For fuck's sake. This one too.
Corona cleanup, make corona alpha honor the decimal value of r_coronas->value, just like r_flares.
Finally sorted out the last few MAJOR issues with projection shadows. These look pretty tits. Need to clip to multiple planes, and support rotated BSP entities as shadow targets.
Disable fog when drawing shadows to prevent alpha writes.
Move r_matrix.c to common. Use matrix lib for Cm_TransformedBoxTrace so that we can fully transform intersected planes from model space into world space.
Merge in offsets -> signbits optimizations from ioq3. These need to be flexed in a couple other spots, but this works.
More collision optimizations from ioq3.
More collision improvements and cleanup from ioq3.
More cleanup to collision code.