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<title>zittrig-4/src/renderer, branch master</title>
<subtitle>The server software used for the Der Bunker Tremulous servers.
</subtitle>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/'/>
<entry>
<title>renderer -&gt; renderergl1, rend2 -&gt; renderergl2</title>
<updated>2013-02-16T21:55:58+00:00</updated>
<author>
<name>Tim Angus</name>
<email>tim@ngus.net</email>
</author>
<published>2013-02-15T23:46:37+00:00</published>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Remove the SMP renderer feature</title>
<updated>2013-02-16T21:53:37+00:00</updated>
<author>
<name>Tim Angus</name>
<email>tim@ngus.net</email>
</author>
<published>2013-01-24T22:53:08+00:00</published>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Fix a bunch of warnings</title>
<updated>2013-01-12T23:55:21+00:00</updated>
<author>
<name>Tim Angus</name>
<email>tim@ngus.net</email>
</author>
<published>2013-01-12T23:55:21+00:00</published>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Changes to make rend2 work with Tremulous</title>
<updated>2013-01-12T22:37:54+00:00</updated>
<author>
<name>Tim Angus</name>
<email>tim@ngus.net</email>
</author>
<published>2013-01-12T22:37:54+00:00</published>
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<id>177fea22534fb944325a74f5a67ae6afd89b0086</id>
<content type='text'>
* Remove static video mode stuff
* Add SetClipRegion to rend2
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<pre>
* Remove static video mode stuff
* Add SetClipRegion to rend2
</pre>
</div>
</content>
</entry>
<entry>
<title>#5818 - Modular renderer and Rend2 support for MSVC.</title>
<updated>2013-01-12T21:35:58+00:00</updated>
<author>
<name>SmileTheory</name>
<email>SmileTheory@gmail.com</email>
</author>
<published>2013-01-08T04:30:49+00:00</published>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/commit/?id=29e4986324f270d61c816bd2747b080a3b460700'/>
<id>29e4986324f270d61c816bd2747b080a3b460700</id>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Increase various arbitrary limits - Bug #5463</title>
<updated>2013-01-12T21:35:56+00:00</updated>
<author>
<name>Zachary Slater</name>
<email>zjs@zacharyjackslater.com</email>
</author>
<published>2013-01-06T09:36:39+00:00</published>
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<pre>
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</entry>
<entry>
<title>Merge changes to GL_Cull from Rend2 into opengl1 renderer, behavior is the same.</title>
<updated>2013-01-12T21:20:54+00:00</updated>
<author>
<name>Zack Middleton</name>
<email>zturtleman@gmail.com</email>
</author>
<published>2012-10-26T07:40:57+00:00</published>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/commit/?id=7d1b765828d21a98b5c3f663b9ef110e728153bd'/>
<id>7d1b765828d21a98b5c3f663b9ef110e728153bd</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Split Rend2's printing OpenGL extensions string (&gt; 1024 characters) into separate function and merged into opengl1 renderer. (Fixes bug #5559.)</title>
<updated>2013-01-12T21:20:54+00:00</updated>
<author>
<name>Zack Middleton</name>
<email>zturtleman@gmail.com</email>
</author>
<published>2012-10-26T07:23:49+00:00</published>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/commit/?id=8b3fbb7ae83a5126b5401485a1151765abf3f9cb'/>
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</pre>
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</entry>
<entry>
<title>From /dev/humancontroller: to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES</title>
<updated>2013-01-12T20:48:53+00:00</updated>
<author>
<name>Zack Middleton</name>
<email>zturtleman@gmail.com</email>
</author>
<published>2012-10-17T21:20:29+00:00</published>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/commit/?id=9f48a26a280b631489573794e23058734ec73c30'/>
<id>9f48a26a280b631489573794e23058734ec73c30</id>
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<pre>
</pre>
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</entry>
<entry>
<title>From /dev/humancontroller: really fix the confusion with game entity and refentity numbers</title>
<updated>2013-01-12T20:48:53+00:00</updated>
<author>
<name>Zack Middleton</name>
<email>zturtleman@gmail.com</email>
</author>
<published>2012-10-17T21:17:37+00:00</published>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/commit/?id=ca65a17b271d34e6eedcbb0bc5f0a3ffb40af3ae'/>
<id>ca65a17b271d34e6eedcbb0bc5f0a3ffb40af3ae</id>
<content type='text'>
for any natural number M, the following is logical as a whole:
- the array size for refentities is M;
- the refentity number limit is M-1, ie., each refentity number is in [0..M-1];
- the special number for the world is M.

before r1429, the code was roughly the following:

// constants related to the game, should not be used by the renderer

// renderer stuff
refEntity_t refEntities[MAX_ENTITIES];
int numRefEntities = 0;

void addRefEntity(refEntity_t re)
{
	if (numRefEntities &gt;= ENTITYNUM_WORLD)
		return; // full
	refEntities[numRefEntities++] = re;
}

void render(int num)
{
	if (num == ENTITYNUM_WORLD)
		renderWorld();
	else
		renderRefEntity(refEntities[num]);
}

so before r1429,
- the array size for refentities was 1023;
- the refentity number limit was 1021, ie., each refentity number was in [0..1021]; and
- the special number for the world entity was 1022.
this was a small waste of memory, as the last array element wasn't used.

r1429 changed
	if (numRefEntities &gt;= ENTITYNUM_WORLD)
to
	if (numRefEntities &gt;= MAX_ENTITIES).

this creates the following configuration:
- the array size for refentities is 1023;
- the refentity number limit is 1022, ie., each refentity number is in [0..1022]; and
- the special number for the world entity is 1022.

r1429 just makes things worse: it allows 1 more refentity to be added, but that entity doesn't get drawn anyway, as its number will be equal to the special number for the world. this is a small waste of not only memory, but also processing time.

perhaps in XreaL,

ENTITYNUM_WORLD is a game entity constant, and has nothing to do with refentities. a new REFENTITYNUM_WORLD constant should be added to denote the special number for the world, and that constant should be used in the renderer code in place of ENTITYNUM_WORLD. so define such a constant, and let it be equal to MAX_ENTITIES, which is 1023.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
for any natural number M, the following is logical as a whole:
- the array size for refentities is M;
- the refentity number limit is M-1, ie., each refentity number is in [0..M-1];
- the special number for the world is M.

before r1429, the code was roughly the following:

// constants related to the game, should not be used by the renderer

// renderer stuff
refEntity_t refEntities[MAX_ENTITIES];
int numRefEntities = 0;

void addRefEntity(refEntity_t re)
{
	if (numRefEntities &gt;= ENTITYNUM_WORLD)
		return; // full
	refEntities[numRefEntities++] = re;
}

void render(int num)
{
	if (num == ENTITYNUM_WORLD)
		renderWorld();
	else
		renderRefEntity(refEntities[num]);
}

so before r1429,
- the array size for refentities was 1023;
- the refentity number limit was 1021, ie., each refentity number was in [0..1021]; and
- the special number for the world entity was 1022.
this was a small waste of memory, as the last array element wasn't used.

r1429 changed
	if (numRefEntities &gt;= ENTITYNUM_WORLD)
to
	if (numRefEntities &gt;= MAX_ENTITIES).

this creates the following configuration:
- the array size for refentities is 1023;
- the refentity number limit is 1022, ie., each refentity number is in [0..1022]; and
- the special number for the world entity is 1022.

r1429 just makes things worse: it allows 1 more refentity to be added, but that entity doesn't get drawn anyway, as its number will be equal to the special number for the world. this is a small waste of not only memory, but also processing time.

perhaps in XreaL,

ENTITYNUM_WORLD is a game entity constant, and has nothing to do with refentities. a new REFENTITYNUM_WORLD constant should be added to denote the special number for the world, and that constant should be used in the renderer code in place of ENTITYNUM_WORLD. so define such a constant, and let it be equal to MAX_ENTITIES, which is 1023.
</pre>
</div>
</content>
</entry>
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