OpenGL2: Merge bsp surface structs into a single struct, and more cleanup.
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01efe4a538
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535d0ea70e
9 changed files with 227 additions and 616 deletions
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@ -94,12 +94,17 @@ void R_DlightBmodel( bmodel_t *bmodel ) {
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for ( i = 0 ; i < bmodel->numSurfaces ; i++ ) {
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surf = tr.world->surfaces + bmodel->firstSurface + i;
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if ( *surf->data == SF_FACE ) {
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((srfSurfaceFace_t *)surf->data)->dlightBits = mask;
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} else if ( *surf->data == SF_GRID ) {
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((srfGridMesh_t *)surf->data)->dlightBits = mask;
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} else if ( *surf->data == SF_TRIANGLES ) {
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((srfTriangles_t *)surf->data)->dlightBits = mask;
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switch(*surf->data)
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{
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case SF_FACE:
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case SF_GRID:
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case SF_TRIANGLES:
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case SF_VBO_MESH:
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((srfBspSurface_t *)surf->data)->dlightBits = mask;
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break;
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default:
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break;
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}
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}
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}
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