-void BrushPrimit_GetRelativeAxes(face_t *f, vec3_t vecS, vec3_t vecT)
-{
- vec_t vS[2],vT[2];
- // first we compute them as expressed in plane axis base
- // BP matrix has coordinates of plane axis base expressed in geometric axis base
- // so we use the line vectors
- vS[0] = f->brushprimit_texdef.coords[0][0];
- vS[1] = f->brushprimit_texdef.coords[0][1];
- vT[0] = f->brushprimit_texdef.coords[1][0];
- vT[1] = f->brushprimit_texdef.coords[1][1];
- // now compute those vectors in geometric space
- vec3_t texS, texT; // axis base of the plane (geometric)
- ComputeAxisBase(f->plane.normal, texS, texT);
- // vecS[] = vS[0].texS[] + vS[1].texT[]
- // vecT[] = vT[0].texS[] + vT[1].texT[]
- vecS[0] = vS[0]*texS[0] + vS[1]*texT[0];
- vecS[1] = vS[0]*texS[1] + vS[1]*texT[1];
- vecS[2] = vS[0]*texS[2] + vS[1]*texT[2];
- vecT[0] = vT[0]*texS[0] + vT[1]*texT[0];
- vecT[1] = vT[0]*texS[1] + vT[1]*texT[1];
- vecT[2] = vT[0]*texS[2] + vT[1]*texT[2];
+void BrushPrimit_GetRelativeAxes( face_t *f, vec3_t vecS, vec3_t vecT ){
+ vec_t vS[2],vT[2];
+ // first we compute them as expressed in plane axis base
+ // BP matrix has coordinates of plane axis base expressed in geometric axis base
+ // so we use the line vectors
+ vS[0] = f->brushprimit_texdef.coords[0][0];
+ vS[1] = f->brushprimit_texdef.coords[0][1];
+ vT[0] = f->brushprimit_texdef.coords[1][0];
+ vT[1] = f->brushprimit_texdef.coords[1][1];
+ // now compute those vectors in geometric space
+ vec3_t texS, texT; // axis base of the plane (geometric)
+ ComputeAxisBase( f->plane.normal, texS, texT );
+ // vecS[] = vS[0].texS[] + vS[1].texT[]
+ // vecT[] = vT[0].texS[] + vT[1].texT[]
+ vecS[0] = vS[0] * texS[0] + vS[1] * texT[0];
+ vecS[1] = vS[0] * texS[1] + vS[1] * texT[1];
+ vecS[2] = vS[0] * texS[2] + vS[1] * texT[2];
+ vecT[0] = vT[0] * texS[0] + vT[1] * texT[0];
+ vecT[1] = vT[0] * texS[1] + vT[1] * texT[1];
+ vecT[2] = vT[0] * texS[2] + vT[1] * texT[2];