more optimisations
I did some profiling on the code to see what parts are still slow
turns out checking the z-buffer (for flares) was as slow as rendering the whole scene
so the flare check was replaced by linetest (the downside that it only works against the geometry
and now you cannot blot out the sun with your guns)
finally fixed a curious error with sounds - on the second level a garage door wouldn't play..
but only if you went through and finished the first level
turns out in OpenAL alGetError is also used to clean up any previous errors
and you need to do that before doing anything critical
more optimisations for the first level: I had to remove some parts
unfortunately my occlusion culling is 2D - only the empty areas count as walls
until next time!