const msurface_t *surf = texturesurfacelist[i];
const float *v;
float p[3];
+ float mins[3], maxs[3];
+ int scissor[4];
for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
{
Matrix4x4_Transform(&rsurface.matrix, v, p);
- if (skyscissor)
+ if (j > 0)
{
- if (skyscissormins[0] > p[0]) skyscissormins[0] = p[0];
- if (skyscissormins[1] > p[1]) skyscissormins[1] = p[1];
- if (skyscissormins[2] > p[2]) skyscissormins[2] = p[2];
- if (skyscissormaxs[0] < p[0]) skyscissormaxs[0] = p[0];
- if (skyscissormaxs[1] < p[1]) skyscissormaxs[1] = p[1];
- if (skyscissormaxs[2] < p[2]) skyscissormaxs[2] = p[2];
+ if (mins[0] > p[0]) mins[0] = p[0];
+ if (mins[1] > p[1]) mins[1] = p[1];
+ if (mins[2] > p[2]) mins[2] = p[2];
+ if (maxs[0] < p[0]) maxs[0] = p[0];
+ if (maxs[1] < p[1]) maxs[1] = p[1];
+ if (maxs[2] < p[2]) maxs[2] = p[2];
}
else
{
- VectorCopy(p, skyscissormins);
- VectorCopy(p, skyscissormaxs);
- skyscissor = true;
+ VectorCopy(p, mins);
+ VectorCopy(p, maxs);
}
}
+ if (!R_ScissorForBBox(mins, maxs, scissor))
+ {
+ if (skyscissor[2])
+ {
+ if (skyscissor[0] > scissor[0])
+ {
+ skyscissor[2] += skyscissor[0] - scissor[0];
+ skyscissor[0] = scissor[0];
+ }
+ if (skyscissor[1] > scissor[1])
+ {
+ skyscissor[3] += skyscissor[1] - scissor[1];
+ skyscissor[1] = scissor[1];
+ }
+ if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
+ skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
+ if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
+ skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
+ }
+ else
+ Vector4Copy(scissor, skyscissor);
+ }
}
}