cgame/cg_marks: process all impact marks at once #2847
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For now, it doesn't bring performance improvement, but the loop calling
trap_CM_MarkFragments
for every impact mark can be rewritten to only process data that would be fetched in a single call by a futuretrap_CM_MarkFragmentsArray
before entering the loop.This patch is what I talked about in #846:
This is a preparatory work, as the
trap_CM_MarkFragmentsArray
function is not implemented yet, but this code is required to be able to usetrap_CM_MarkFragmentsArray
once implemented.Unlike any implementation of
trap_CM_MarkFragmentsArray
, this code doesn't break engine compatibility.The purpose of this code is to defer the calling of
CG_ProcessImpactMarks
to a place where all impact marks are processed at once (this is implemented), allowing us to also fetch all mark fragments at once (this is not implemented yet).I'm not available to implement
trap_CM_MarkFragmentsArray
and I have not been since May, but if we merge this it becomes possible to others to implement it instead of waiting on me.