// the lighting direction texture fragment to use on the rendering mesh
rtexture_t *deluxemaptexture;
- // this surface is part of this mesh
- surfmesh_t *groupmesh;
- int num_triangles; // number of triangles in the mesh
- int num_firsttriangle; // first triangle in the mesh (index into groupmesh)
- int num_vertices; // number of vertices in the mesh
- int num_firstvertex; // first vertex in the mesh (index into groupmesh)
+ // surfaces own ranges of vertices and triangles in the model->surfmesh
+ int num_triangles; // number of triangles
+ int num_firsttriangle; // first triangle
+ int num_vertices; // number of vertices
+ int num_firstvertex; // first vertex
// shadow volume building information
int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
int num_models;
q3dmodel_t *data_models;
- // freed after loading!
+ // used only during loading - freed after loading!
int num_vertices;
float *data_vertex3f;
+ float *data_normal3f;
float *data_texcoordtexture2f;
float *data_texcoordlightmap2f;
float *data_color4f;
msurface_t *data_surfaces;
// optional lightmapinfo data for surface lightmap updates
msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
- // surface meshes are merged to a smaller set of meshes to allow reduced
- // vertex array switching, the meshes are limited to 65536 vertices each
- // to play nice with Geforce1 hardware
- int nummeshes;
- surfmesh_t **meshlist;
+ // all surfaces belong to this mesh
+ surfmesh_t surfmesh;
// draw the model's sky polygons (only used by brush models)
void(*DrawSky)(struct entity_render_s *ent);
// draw the model using lightmap/dlight shading
void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline);
void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
-void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals, qboolean areaweighting);
+void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting);
-surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
+void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable);
shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
// alias models
struct frameblend_s;
void Mod_AliasInit(void);
-void Mod_Alias_GetMesh_Vertex3f(const model_t *model, const struct frameblend_s *frameblend, const struct surfmesh_s *mesh, float *out3f);
+void Mod_Alias_GetMesh_Vertex3f(const model_t *model, const struct frameblend_s *frameblend, float *out3f);
int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname);