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

@ -268,7 +268,7 @@ int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projectio
vec3_t clipPoints[2][MAX_VERTS_ON_POLY];
int numClipPoints;
float *v;
srfGridMesh_t *cv;
srfBspSurface_t *cv;
srfTriangle_t *tri;
srfVert_t *dv;
vec3_t normal;
@ -327,7 +327,7 @@ int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projectio
if (*surfaces[i] == SF_GRID) {
cv = (srfGridMesh_t *) surfaces[i];
cv = (srfBspSurface_t *) surfaces[i];
for ( m = 0 ; m < cv->height - 1 ; m++ ) {
for ( n = 0 ; n < cv->width - 1 ; n++ ) {
// We triangulate the grid and chop all triangles within
@ -407,10 +407,10 @@ int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projectio
}
else if (*surfaces[i] == SF_FACE) {
srfSurfaceFace_t *surf = ( srfSurfaceFace_t * ) surfaces[i];
srfBspSurface_t *surf = ( srfBspSurface_t * ) surfaces[i];
// check the normal of this face
if (DotProduct(surf->plane.normal, projectionDir) > -0.5) {
if (DotProduct(surf->cullPlane.normal, projectionDir) > -0.5) {
continue;
}
@ -419,7 +419,7 @@ int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projectio
for(j = 0; j < 3; j++)
{
v = surf->verts[tri->indexes[j]].xyz;
VectorMA(v, MARKER_OFFSET, surf->plane.normal, clipPoints[0][j]);
VectorMA(v, MARKER_OFFSET, surf->cullPlane.normal, clipPoints[0][j]);
}
// add the fragments of this face
@ -435,7 +435,7 @@ int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projectio
}
else if(*surfaces[i] == SF_TRIANGLES && r_marksOnTriangleMeshes->integer) {
srfTriangles_t *surf = (srfTriangles_t *) surfaces[i];
srfBspSurface_t *surf = (srfBspSurface_t *) surfaces[i];
for(k = 0, tri = surf->triangles; k < surf->numTriangles; k++, tri++)
{