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Modernise mesh rendering routines #4

@optimus-code

Description

@optimus-code

Goal - To use Vertex and Index buffers for all mesh rendering routines

Issues

  • Quake builds up geometry every frame combining static + dynamic lighting
  • The current data structures are not suitable for creating VBOs and IBOs, we need to generate indices and potentially reformat mesh data
  • For "Alias Models" (any non-sprite, non-BSP surface mesh) each frame has vertex data that would need to be combined and indexed.
  • Lightmap data is calculated on the fly which isn't really conducive to the modern approach with shaders, preparing things ahead of time.

Tasks

  • Refactor entity mesh routines and convert to OO based approach, to support eager generation of VBOs and go away from intermediate mode mesh generation.
  • Determine the implications of switching approaches, how does it effect PVS, occlusion etc. Systems may need un-'spaghettifying'.

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