s->texturemins[i] = bmins[i] * 16;
s->extents[i] = (bmaxs[i] - bmins[i]) * 16;
-// if ( !(tex->flags & TEX_SPECIAL) && s->extents[i] > 512)
- if ((tex->flags & TEX_SPECIAL) == 0 && (s->extents[i]+1) > (256*16))
- Host_Error ("Bad surface extents");
}
}
}
}
+void Mod_GenerateVertexMesh (msurface_t *surf)
+{
+ int i, *index;
+ float *in;
+ surfvertex_t *out;
+ surfmesh_t *mesh;
+
+ surf->lightmaptexturestride = 0;
+ surf->lightmaptexture = NULL;
+
+ mesh = &surf->mesh;
+ mesh->numverts = surf->poly_numverts;
+ mesh->numtriangles = surf->poly_numverts - 2;
+ mesh->index = Mem_Alloc(loadmodel->mempool, mesh->numtriangles * sizeof(int[3]) + mesh->numverts * sizeof(surfvertex_t));
+ mesh->vertex = (surfvertex_t *)((long) mesh->index + mesh->numtriangles * sizeof(int[3]));
+ memset(mesh->vertex, 0, mesh->numverts * sizeof(surfvertex_t));
+
+ index = mesh->index;
+ for (i = 0;i < mesh->numtriangles;i++)
+ {
+ *index++ = 0;
+ *index++ = i + 1;
+ *index++ = i + 2;
+ }
+
+ for (i = 0, in = surf->poly_verts, out = mesh->vertex;i < mesh->numverts;i++, in += 3, out++)
+ {
+ VectorCopy (in, out->v);
+ out->st[0] = (DotProduct (out->v, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]) / surf->texinfo->texture->width;
+ out->st[1] = (DotProduct (out->v, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]) / surf->texinfo->texture->height;
+ }
+}
+
void Mod_GenerateSurfacePolygon (msurface_t *surf)
{
float *vert;
if (out->texinfo->texture->flags & SURF_DRAWSKY)
{
out->shader = &Cshader_sky;
+ out->samples = NULL;
Mod_GenerateWarpMesh (out);
continue;
}
out->texturemins[i] = -8192*1024;
}
*/
+ out->samples = NULL;
Mod_GenerateWarpMesh (out);
continue;
}
{
// qbsp couldn't find the texture for this surface, but it was either turb or sky... assume turb
out->shader = &Cshader_water;
+ out->samples = NULL;
Mod_GenerateWarpMesh (out);
}
+ else if ((out->extents[0]+1) > (256*16) || (out->extents[1]+1) > (256*16))
+ {
+ Con_Printf ("Bad surface extents, converting to fullbright polygon");
+ out->shader = &Cshader_wall_fullbright;
+ out->samples = NULL;
+ Mod_GenerateVertexMesh(out);
+ }
else if (out->extents[0] < r_vertexsurfacesthreshold.integer && out->extents[1] < r_vertexsurfacesthreshold.integer)
{
out->shader = &Cshader_wall_vertex;