OpenGL2: Merge bsp surface structs into a single struct, and more cleanup.

This commit is contained in:
SmileTheory 2013-10-15 01:19:16 -07:00
parent 01efe4a538
commit 535d0ea70e
9 changed files with 227 additions and 616 deletions

View file

@ -94,12 +94,17 @@ void R_DlightBmodel( bmodel_t *bmodel ) {
for ( i = 0 ; i < bmodel->numSurfaces ; i++ ) {
surf = tr.world->surfaces + bmodel->firstSurface + i;
if ( *surf->data == SF_FACE ) {
((srfSurfaceFace_t *)surf->data)->dlightBits = mask;
} else if ( *surf->data == SF_GRID ) {
((srfGridMesh_t *)surf->data)->dlightBits = mask;
} else if ( *surf->data == SF_TRIANGLES ) {
((srfTriangles_t *)surf->data)->dlightBits = mask;
switch(*surf->data)
{
case SF_FACE:
case SF_GRID:
case SF_TRIANGLES:
case SF_VBO_MESH:
((srfBspSurface_t *)surf->data)->dlightBits = mask;
break;
default:
break;
}
}
}