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uniquake/engine/Windows/VisualStudio
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Nico de Poel cce1ed6d47
Reuse the same lightmap byte buffer, since the lightmap dimensions are static anyway. Reduces the amount of garbage produced by dynamic lightmap uploading.
5 years ago
..
uniquake.sln Added a build configuration which will only include portable code, i.e. no dependencies on SDL, OpenGL or native Windows libraries 5 years ago
uniquake.vcxproj Replaced the OpenGL headers in portable mode with bog standard ones taken from the Mesa3D project. This removes the last dependencies on SDL code and will help in the pursuit of true portability. 5 years ago
uniquake.vcxproj.filters First bits of entity logic: assign alias models, update transform and animation, remove entity. Still lots of problems to solve, but it's starting to do something. 5 years ago
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