float t0, t1;
float samp;
bspBrush_t *b;
+ bspBrushSide_t *s;
int cnt;
org[0] = x;
b = &bspBrushes[bi];
// sort out mins/maxs of the brush
- bspBrushSide_t *s = &bspBrushSides[b->firstSide];
+ s = &bspBrushSides[b->firstSide];
if(x < -bspPlanes[s[0].planeNum].dist)
continue;
if(x > +bspPlanes[s[1].planeNum].dist)
float dx = minimap.size[0] / (float) minimap.width;
float dy = minimap.size[1] / (float) minimap.height;
float uv[2];
+ float thisval;
for(x = 0; x < minimap.width; ++x)
{
for(i = 0; i < minimap.samples; ++i)
{
RandomVector2f(uv);
- float thisval = MiniMapSample(
+ thisval = MiniMapSample(
xmin + (uv[0] + 0.5) * dx, /* exaggerated random pattern for better results */
ymin + (uv[1] + 0.5) * dy /* exaggerated random pattern for better results */
);