Instanced surface data. More...
Data Fields | |
struct instsurf_s * | _next |
next in free/alloc list More... | |
float * | color |
struct instsurf_s * | lm_chain |
next in lightmap chain More... | |
struct msurface_s * | surface |
surface to render More... | |
struct instsurf_s * | tex_chain |
next in texture chain More... | |
vec_t * | transform |
Instanced surface data.
There will be one of these for each surface in the world model. This covers the sub-models in the world model. These instanced surfaces will be allocated in one block at map load time and then never freed until the next map load.
However, for instanced brush models (ammo boxes, health boxes, etc), an instanced surface will be allocated for each surface for each model once per frame. These instanced surfaces will be mass-freed each frame.
struct instsurf_s* _next |
next in free/alloc list
float* color |
struct instsurf_s* lm_chain |
next in lightmap chain
struct msurface_s* surface |
surface to render
struct instsurf_s* tex_chain |
next in texture chain
vec_t* transform |