winding_t *frontWinding, *backWinding;
int i;
int splitPlaneNum, compileFlags;
+#if 0
qboolean isstruct = qfalse;
+#endif
/* count faces left */
continue;
}
+#if 0
if(!(split->compileFlags & C_DETAIL))
isstruct = 1;
+#endif
/* determine which side the face falls on */
side = WindingOnPlaneSide( split->w, plane->normal, plane->dist );
png_struct *png;
png_info *info, *end;
pngBuffer_t pb;
- int bitDepth, colorType, channels;
+ int bitDepth, colorType;
png_uint_32 w, h, i;
byte **rowPointers;
png_get_IHDR( png, info,
&w, &h, &bitDepth, &colorType, NULL, NULL, NULL );
- /* read number of channels */
- channels = png_get_channels( png, info );
-
/* the following will probably bork on certain types of png images, but hey... */
/* force indexed/gray/trans chunk to rgb */
int angleSteps, elevationSteps;
float angle, elevation;
float angleStep, elevationStep;
- float step, start;
sun_t sun;
if( value <= 0.0f || iterations < 2 )
return;
- /* calculate some stuff */
- step = 2.0f / (iterations - 1);
- start = -1.0f;
-
/* basic sun setup */
VectorCopy( color, sun.color );
sun.deviance = 0.0f;
int contentFlags, compileFlags;
side_t *s;
int i;
- qboolean mixed;
+ //% qboolean mixed;
/* get initial compile flags from first side */
contentFlags = s->contentFlags;
compileFlags = s->compileFlags;
b->contentShader = s->shaderInfo;
- mixed = qfalse;
+ //% mixed = qfalse;
/* get the content/compile flags for every side in the brush */
for( i = 1; i < b->numsides; i++, s++ )
s = &b->sides[ i ];
if( s->shaderInfo == NULL )
continue;
- if( s->contentFlags != contentFlags || s->compileFlags != compileFlags )
- mixed = qtrue;
+ //% if( s->contentFlags != contentFlags || s->compileFlags != compileFlags )
+ //% mixed = qtrue;
contentFlags |= s->contentFlags;
compileFlags |= s->compileFlags;
static void ParseBrush( qboolean onlyLights, qboolean noCollapseGroups )
{
- brush_t *b;
-
-
/* parse the brush out of the map */
ParseRawBrush( onlyLights );
}
/* finish the brush */
- b = FinishBrush(noCollapseGroups);
+ FinishBrush(noCollapseGroups);
}
void InsertModel( const char *name, int skin, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale, int lightmapSampleSize, float shadeAngle )
{
- int i, j, k, s, numSurfaces;
+ int i, j, s, numSurfaces;
m4x4_t identity, nTransform;
picoModel_t *model;
picoShader_t *shader;