if(vert[0] && vert[1] && vert[2])
{
- if(brushPrimites)
+ if(brushPrimitives)
{
int i;
vec3_t texX, texY;
ComputeAxisBase(buildPlane->normal, texX, texY);
- Vector2Set(xyI, DotProduct(vert[0]->xyz, texX), DotProduct(vert[0]->xyz, texY));
- Vector2Set(xyJ, DotProduct(vert[1]->xyz, texX), DotProduct(vert[1]->xyz, texY));
- Vector2Set(xyK, DotProduct(vert[2]->xyz, texX), DotProduct(vert[2]->xyz, texY));
+ xyI[0] = DotProduct(vert[0]->xyz, texX);
+ xyI[1] = DotProduct(vert[0]->xyz, texY);
+ xyJ[0] = DotProduct(vert[1]->xyz, texX);
+ xyJ[1] = DotProduct(vert[1]->xyz, texY);
+ xyK[0] = DotProduct(vert[2]->xyz, texX);
+ xyK[1] = DotProduct(vert[2]->xyz, texY);
stI[0] = vert[0]->st[0]; stI[1] = vert[0]->st[1];
stJ[0] = vert[1]->st[0]; stJ[1] = vert[1]->st[1];
stK[0] = vert[2]->st[0]; stK[1] = vert[2]->st[1];
vec3_t vecs[2];
int sv, tv;
vec2_t stI, stJ, stK;
- vec3_t xyzI, xyzJ, xyzK;
- vec3_t rrs[3];
vec3_t sts[2];
vec2_t shift, scale;
vec_t rotate;
+ vec_t D, D0, D1, D2;
TextureAxisFromPlane(buildPlane, vecs[0], vecs[1]);
if (vecs[0][0])
else
tv = 2;
- stI[0] = vert[0]->st[0] * si->shaderWidth; stI[1] = vert[0]->st[1] * si->shaderHeight;
- stJ[0] = vert[1]->st[0] * si->shaderWidth; stJ[1] = vert[1]->st[1] * si->shaderHeight;
- stK[0] = vert[2]->st[0] * si->shaderWidth; stK[1] = vert[2]->st[1] * si->shaderHeight;
+ stI[0] = vert[0]->st[0] * buildSide->shaderInfo->shaderWidth; stI[1] = vert[0]->st[1] * buildSide->shaderInfo->shaderHeight;
+ stJ[0] = vert[1]->st[0] * buildSide->shaderInfo->shaderWidth; stJ[1] = vert[1]->st[1] * buildSide->shaderInfo->shaderHeight;
+ stK[0] = vert[2]->st[0] * buildSide->shaderInfo->shaderWidth; stK[1] = vert[2]->st[1] * buildSide->shaderInfo->shaderHeight;
D = Det3x3(
vert[0]->xyz[sv], vert[0]->xyz[tv], 1,
int ConvertBSPToMap( char *bspName )
{
- return ConvertBSPToMap(bspName, qfalse);
+ return ConvertBSPToMap_Ext(bspName, qfalse);
}
int ConvertBSPToMap_BP( char *bspName )
{
- return ConvertBSPToMap(bspName, qtrue);
+ return ConvertBSPToMap_Ext(bspName, qtrue);
}