renderer: factorize and move some computation done every frame for every surface in tr_shade to be done only once in tr_shader#317
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illwieckz merged 4 commits intoDaemonEngine:masterfrom Apr 14, 2020
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…oing it per frame per surface
Compute them once per shader at map load instead of doing it per frame per surface.
Compute them once per shader at map load instead of doing it per frame per surface.
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Looks OK stylistically. I didn't try to closely review for correctness. |
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I have tested with many maps from many games without noticing any regression. The changes are not rocket science anyway, were just boring and annoying to do. |
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Do a refactorization of some renderer thing, move some computation that are done every frame for every surface in
tr_shade.cppto be done only once at map load (or when shader is created) intr_shader.cpp.This makes also easier to implement some features, pull request #307 (engine-agnostic normal fomat) relies heavily on this, #301 (merge lightmap/lightgrid world/entities glsl) requires it.
Also deletes 150 lines.