244 lines
5.8 KiB
C
244 lines
5.8 KiB
C
//=======================================================================
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// Copyright XashXT Group 2010 ©
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// gl_rsurf.c - surface-related refresh code
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//=======================================================================
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#include "common.h"
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#include "client.h"
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#include "gl_local.h"
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#include "cm_local.h"
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#define LIGHTMAP_BYTES 4
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#define BLOCK_WIDTH 128
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#define BLOCK_HEIGHT 128
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#define MAX_LIGHTMAPS 128
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#define SUBDIVIDE_SIZE 64
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//#define SUBDIVIDE_SIZE 1024
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byte *Mod_GetCurrentVis( void )
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{
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// return Mod_LeafPVS( r_viewleaf, r_worldmodel );
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return NULL;
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}
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static void BoundPoly( int numverts, float *verts, vec3_t mins, vec3_t maxs )
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{
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int i, j;
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float *v;
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mins[0] = mins[1] = mins[2] = 9999;
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maxs[0] = maxs[1] = maxs[2] = -9999;
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for( i = 0, v = verts; i < numverts; i++ )
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{
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for( j = 0; j < 3; j++, v++ )
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{
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if( *v < mins[j] ) mins[j] = *v;
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if( *v > maxs[j] ) maxs[j] = *v;
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}
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}
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}
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static void SubdividePolygon_r( msurface_t *warpface, int numverts, float *verts )
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{
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int i, j, k, f, b;
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vec3_t mins, maxs;
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float m, frac, s, t, *v;
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vec3_t front[SUBDIVIDE_SIZE], back[SUBDIVIDE_SIZE], total;
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float dist[SUBDIVIDE_SIZE], total_s, total_t;
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glpoly_t *poly;
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if( numverts > ( SUBDIVIDE_SIZE - 4 ))
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Host_Error( "Mod_SubdividePolygon: too many vertexes on face ( %i )\n", numverts );
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BoundPoly( numverts, verts, mins, maxs );
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for( i = 0; i < 3; i++ )
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{
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m = ( mins[i] + maxs[i] ) * 0.5f;
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m = SUBDIVIDE_SIZE * floor( m / SUBDIVIDE_SIZE + 0.5f );
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if( maxs[i] - m < 8 ) continue;
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if( m - mins[i] < 8 ) continue;
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// cut it
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v = verts + i;
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for( j = 0; j < numverts; j++, v += 3 )
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dist[j] = *v - m;
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// wrap cases
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dist[j] = dist[0];
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v -= i;
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VectorCopy( verts, v );
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f = b = 0;
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v = verts;
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for( j = 0; j < numverts; j++, v += 3 )
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{
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if( dist[j] >= 0 )
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{
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VectorCopy( v, front[f] );
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f++;
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}
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if( dist[j] <= 0 )
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{
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VectorCopy (v, back[b]);
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b++;
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}
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if( dist[j] == 0 || dist[j+1] == 0 )
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continue;
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if(( dist[j] > 0 ) != ( dist[j+1] > 0 ))
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{
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// clip point
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frac = dist[j] / ( dist[j] - dist[j+1] );
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for( k = 0; k < 3; k++ )
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front[f][k] = back[b][k] = v[k] + frac * (v[3+k] - v[k]);
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f++;
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b++;
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}
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}
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SubdividePolygon_r( warpface, f, front[0] );
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SubdividePolygon_r( warpface, b, back[0] );
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return;
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}
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// add a point in the center to help keep warp valid
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poly = Mem_Alloc( loadmodel->mempool, sizeof( glpoly_t ) + ((numverts-4)+2) * VERTEXSIZE * sizeof( float ));
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poly->next = warpface->polys;
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warpface->polys = poly;
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poly->numverts = numverts + 2;
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VectorClear( total );
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total_s = 0;
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total_t = 0;
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for( i = 0; i < numverts; i++, verts += 3 )
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{
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VectorCopy( verts, poly->verts[i+1] );
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s = DotProduct( verts, warpface->texinfo->vecs[0] );
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t = DotProduct( verts, warpface->texinfo->vecs[1] );
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total_s += s;
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total_t += t;
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VectorAdd( total, verts, total );
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poly->verts[i+1][3] = s;
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poly->verts[i+1][4] = t;
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}
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VectorScale( total, ( 1.0f / numverts ), poly->verts[0] );
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poly->verts[0][3] = total_s / numverts;
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poly->verts[0][4] = total_t / numverts;
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// copy first vertex to last
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Mem_Copy( poly->verts[i+1], poly->verts[1], sizeof( poly->verts[0] ));
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}
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/*
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================
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GL_SubdivideSurface
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Breaks a polygon up along axial 64 unit
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boundaries so that turbulent and sky warps
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can be done reasonably.
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================
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*/
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void GL_SubdivideSurface( msurface_t *fa )
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{
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vec3_t verts[SUBDIVIDE_SIZE];
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int numverts;
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int i, lindex;
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float *vec;
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// convert edges back to a normal polygon
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numverts = 0;
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for( i = 0; i < fa->numedges; i++ )
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{
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lindex = loadmodel->surfedges[fa->firstedge + i];
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if( lindex > 0 ) vec = loadmodel->vertexes[loadmodel->edges[lindex].v[0]].position;
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else vec = loadmodel->vertexes[loadmodel->edges[-lindex].v[1]].position;
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VectorCopy (vec, verts[numverts]);
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numverts++;
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}
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// do subdivide
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SubdividePolygon_r( fa, numverts, verts[0] );
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}
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/*
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================
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GL_BuildPolygonFromSurface
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================
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*/
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void GL_BuildPolygonFromSurface( msurface_t *fa )
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{
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int i, lindex, lnumverts;
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medge_t *pedges, *r_pedge;
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int vertpage;
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float *vec;
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float s, t;
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glpoly_t *poly;
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vec3_t total;
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// reconstruct the polygon
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pedges = loadmodel->edges;
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lnumverts = fa->numedges;
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vertpage = 0;
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VectorClear( total );
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// draw texture
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poly = Mem_Alloc( loadmodel->mempool, sizeof( glpoly_t ) + ( lnumverts - 4 ) * VERTEXSIZE * sizeof( float ));
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poly->next = fa->polys;
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poly->flags = fa->flags;
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fa->polys = poly;
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poly->numverts = lnumverts;
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for( i = 0; i < lnumverts; i++ )
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{
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lindex = loadmodel->surfedges[fa->firstedge + i];
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if( lindex > 0 )
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{
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r_pedge = &pedges[lindex];
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vec = loadmodel->vertexes[r_pedge->v[0]].position;
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}
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else
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{
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r_pedge = &pedges[-lindex];
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vec = loadmodel->vertexes[r_pedge->v[1]].position;
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}
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s = DotProduct( vec, fa->texinfo->vecs[0] ) + fa->texinfo->vecs[0][3];
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s /= fa->texinfo->texture->width;
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t = DotProduct( vec, fa->texinfo->vecs[1] ) + fa->texinfo->vecs[1][3];
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t /= fa->texinfo->texture->height;
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VectorAdd( total, vec, total );
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VectorCopy( vec, poly->verts[i] );
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poly->verts[i][3] = s;
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poly->verts[i][4] = t;
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// lightmap texture coordinates
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s = DotProduct( vec, fa->texinfo->vecs[0] ) + fa->texinfo->vecs[0][3];
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s -= fa->texturemins[0];
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s += fa->light_s * 16;
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s += 8;
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s /= BLOCK_WIDTH * 16; //fa->texinfo->texture->width;
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t = DotProduct( vec, fa->texinfo->vecs[1] ) + fa->texinfo->vecs[1][3];
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t -= fa->texturemins[1];
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t += fa->light_t * 16;
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t += 8;
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t /= BLOCK_HEIGHT * 16; //fa->texinfo->texture->height;
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poly->verts[i][5] = s;
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poly->verts[i][6] = t;
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}
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poly->numverts = lnumverts;
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} |