struct surfmesh_s *chain;
int numverts; // number of vertices in the mesh
int numtriangles; // number of triangles in the mesh
- float *verts; // float[verts*4] vertex locations
- float *svectors; // float[verts*4] direction of 'S' (right) texture axis for each vertex
- float *tvectors; // float[verts*4] direction of 'T' (down) texture axis for each vertex
- float *normals; // float[verts*4] direction of 'R' (out) texture axis for each vertex
+ float *vertex3f; // float[verts*3] vertex locations
+ float *svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
+ float *tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
+ float *normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
int *lightmapoffsets; // index into surface's lightmap samples for vertex lighting
- float *str; // float[verts*4] texcoords for surface texture
- float *uvw; // float[verts*4] texcoords for lightmap texture
- float *abc; // float[verts*4] texcoords for detail texture
- int *index; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
- int *triangleneighbors; // int[tris*3] neighboring triangle on each edge (-1 if none)
+ float *texcoordtexture2f; // float[verts*2] texcoords for surface texture
+ float *texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
+ float *texcoorddetail2f; // float[verts*2] texcoords for detail texture
+ int *element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
+ int *neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
}
surfmesh_t;