vec3_t planepts[3];
texdef_t texdef;
plane_t plane;
-
+
// Nurail: Face Undo
int undoId;
int redoId;
#define PATCH_BEZIER 0x00000000 // default bezier
#define PATCH_BSPLINE 0x10000000 // bspline
-#define PATCH_TYPEMASK 0x00000fff //
-#define PATCH_BTYPEMASK 0x0000f000 //
-#define PATCH_STYLEMASK 0xffff0000 //
+#define PATCH_TYPEMASK 0x00000fff //
+#define PATCH_BTYPEMASK 0x0000f000 //
+#define PATCH_STYLEMASK 0xffff0000 //
typedef struct {
vec3_t xyz;
// all are derived from brush_faces
qboolean patchBrush;
qboolean hiddenBrush;
-
+
//int nPatchID;
patchMesh_t *pPatch;
#define W_CAMERA_IFON 0x0100
#define W_XZ 0x0200 //--| only used for patch vertex manip stuff
#define W_YZ 0x0400 //--|
-#define W_GROUP 0x0800
-#define W_MEDIA 0x1000
+#define W_GROUP 0x0800
+#define W_MEDIA 0x1000
#define W_ALL 0xFFFFFFFF
// used in some Drawing routines
IEdit *pEdit;
};
// MODEL END
-
+
typedef struct entity_s
{
struct entity_s *prev, *next;
IPluginEntity *pPlugEnt;
#endif // USEPLUGINENTITIES
- // http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=252
// this is cam code addition?
vec3_t color;
// 2=brush->pPatch->pShader->getFlags()
// 3=brush->owner->eclass->name
// 4=brush->owner->eclass->nShowFlags
+ // 5=brush->face->texdef.flags (q2)
+ // 6=brush->face->texdef.contents (q2)
int mask;
- char *string;
+ const char *string;
bool active;
};
qboolean d_showgrid;
float d_gridsize;
qboolean d_bSmallGrid; // we use this flag to hack our way into editing of <1 grids
-
+
int d_num_entities;
-
+
entity_t *d_project_entity;
// defines the boundaries of the current work area
xy_t d_xyOld;
SavedInfo_t d_savedinfo;
-
+
int d_workcount;
-
+
// connect entities uses the last two brushes selected
int d_select_count;
brush_t *d_select_order[2];
vec3_t d_select_translate; // for dragging w/o making new display lists
select_t d_select_mode;
-
+
int d_parsed_brushes;
-
+
qboolean show_blocks;
int blockSize;
// NOTE TTimo
// a lot of this data should be in a property bag and available to the other modules through an API
// this is generated from game configuration and the project settings, and should be still be part of it
-
+
// tells if we are internally using brush primitive (texture coordinates and map format)
// this is a shortcut for IntForKey( g_qeglobals.d_project_entity, "brush_primit" )
// NOTE: must keep the two ones in sync
qboolean bNeedConvert;
qboolean bOldBrushes;
qboolean bPrimitBrushes;
-
+
vec3_t d_vAreaTL;
vec3_t d_vAreaBR;
-
+
// tells if we are using .INI files for prefs instead of registry
qboolean use_ini;
// even in .INI mode we use the registry for all void* prefs
char use_ini_registry[64];
// disabled all INI / registry read write .. used when shutting down after registry cleanup
qboolean disable_ini;
-
+
// tells we are using a BSP frontend plugin
qboolean bBSPFrontendPlugin;
// temporary values that should be initialised only once at run-time
// there are too many uneccessary calls to Sys_QGL_ExtensionSupported
// NOTE TTimo: those are unused atm (set right, but not used)
- // http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=623
bool m_bOpenGLCompressionSupported;
bool m_bS3CompressionSupported;
-
+
// set to true after OpenGL has been initialized and extensions have been tested
bool m_bOpenGLReady;