dmodel_t *bm;
float dist, modelyawradius, modelradius;
msurface_t *surface;
- int numshadowmeshtriangles;
hullinfo_t hullinfo;
int totalstylesurfaces, totalstyles, stylecounts[256], remapstyles[256];
model_brush_lightstyleinfo_t styleinfo[256];
mod->numskins = 1;
// make a single combined shadow mesh to allow optimized shadow volume creation
- numshadowmeshtriangles = Mod_Q1BSP_CreateShadowMesh(loadmodel);
+ Mod_Q1BSP_CreateShadowMesh(loadmodel);
if (loadmodel->brush.numsubmodels)
loadmodel->brush.submodels = (dp_model_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brush.numsubmodels * sizeof(dp_model_t *));
void Mod_Q3BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
{
- int i, j, numshadowmeshtriangles, lumps;
+ int i, j, lumps;
q3dheader_t *header;
float corner[3], yawradius, modelradius;
loadmodel->brush.supportwateralpha = true;
// make a single combined shadow mesh to allow optimized shadow volume creation
- numshadowmeshtriangles = Mod_Q1BSP_CreateShadowMesh(loadmodel);
+ Mod_Q1BSP_CreateShadowMesh(loadmodel);
loadmodel->brush.num_leafs = 0;
Mod_Q3BSP_RecursiveFindNumLeafs(loadmodel->brush.data_nodes);