q3mleaf_t *r_q3bsp_maxleaflist[65536];
int r_q3bsp_maxmarksurfaces;
int r_q3bsp_nummarksurfaces;
-q3mface_t *r_q3bsp_maxsurfacelist[65536];
+q3msurface_t *r_q3bsp_maxsurfacelist[65536];
*/
static int dlightdivtable[32768];
GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3msurface_t *face)
{
int i;
rmeshstate_t m;
memset(&m, 0, sizeof(m));
m.pointer_vertex = face->data_collisionvertex3f;
R_Mesh_State(&m);
- i = ((int)face) / sizeof(q3mface_t);
+ i = ((int)face) / sizeof(q3msurface_t);
GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
GL_LockArrays(0, face->num_collisionvertices);
R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3msurface_t *face)
{
rmeshstate_t m;
if (!face->num_triangles)
GL_ColorMask(1,1,1,1);
}
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3msurface_t *face)
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3msurface_t *face)
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3msurface_t *face)
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3msurface_t *face)
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3msurface_t *face)
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3msurface_t *face)
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3msurface_t *face)
{
int i;
float mul;
GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3msurface_t *face)
{
int i;
float mul;
GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3msurface_t *face)
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
{
const entity_render_t *ent = voident;
- q3mface_t *face = ent->model->brushq3.data_faces + facenumber;
+ q3msurface_t *face = ent->model->brushq3.data_faces + facenumber;
rmeshstate_t m;
R_Mesh_Matrix(&ent->matrix);
memset(&m, 0, sizeof(m));
qglEnable(GL_CULL_FACE);
}
-void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawFace(entity_render_t *ent, q3msurface_t *face)
{
if (!face->num_triangles)
return;
void R_Q3BSP_DrawSky(entity_render_t *ent)
{
int i;
- q3mface_t *face;
+ q3msurface_t *face;
vec3_t modelorg;
model_t *model;
R_Mesh_Matrix(&ent->matrix);
void R_Q3BSP_Draw(entity_render_t *ent)
{
int i;
- q3mface_t *face;
+ q3msurface_t *face;
vec3_t modelorg;
model_t *model;
qbyte *pvs;
int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
const int *e;
const float *v[3];
- q3mface_t *surface;
+ q3msurface_t *surface;
q3mleaf_t *leaf;
const qbyte *pvs;
lightmins[0] = relativelightorigin[0] - lightradius;
{
model_t *model = ent->model;
vec3_t lightmins, lightmaxs;
- q3mface_t *surface;
+ q3msurface_t *surface;
int surfacelistindex, j, t;
const int *e;
const float *v[3];
{
model_t *model = ent->model;
vec3_t lightmins, lightmaxs, modelorg;
- q3mface_t *surface;
+ q3msurface_t *surface;
int surfacelistindex;
if (r_drawcollisionbrushes.integer < 2)
{
static void Mod_Q3BSP_LoadFaces(lump_t *l)
{
q3dface_t *in;
- q3mface_t *out;
+ q3msurface_t *out;
int i, j, n, count, invalidelements, patchsize[2], finalwidth, finalheight, xlevel, ylevel, row0, row1, x, y, *e, finalvertices, finaltriangles;
//int *originalelement3i;
//int *originalneighbor3i;
static void Mod_Q3BSP_LoadLeafFaces(lump_t *l)
{
int *in;
- q3mface_t **out;
+ q3msurface_t **out;
int i, n, count;
in = (void *)(mod_base + l->fileofs);
int i, startside, endside;
float dist1, dist2, midfrac, mid[3], nodesegmentmins[3], nodesegmentmaxs[3];
q3mleaf_t *leaf;
- q3mface_t *face;
+ q3msurface_t *face;
colbrushf_t *brush;
if (startfrac > trace->realfraction)
return;
float nodesegmentmins[3], nodesegmentmaxs[3];
q3mleaf_t *leaf;
colbrushf_t *brush;
- q3mface_t *face;
+ q3msurface_t *face;
/*
// find which nodes the line is in and recurse for them
while (node->plane)
colbrushf_t *thisbrush_start, *thisbrush_end;
matrix4x4_t startmatrix, endmatrix;
static int markframe = 0;
- q3mface_t *face;
+ q3msurface_t *face;
memset(trace, 0, sizeof(*trace));
trace->fraction = 1;
trace->realfraction = 1;
if ((pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
{
int marksurfacenum;
- q3mface_t *surf;
+ q3msurface_t *surf;
if (maxleafs && *numleafs < maxleafs)
leaflist[(*numleaf)++] = leaf;
if (maxsurfaces)
int i, j, numshadowmeshtriangles;
q3dheader_t *header;
float corner[3], yawradius, modelradius;
- q3mface_t *face;
+ q3msurface_t *face;
mod->type = mod_brushq3;
mod->numframes = 1;