rtexture_t *lightmaptexture;
// the lighting direction texture fragment to use on the rendering mesh
rtexture_t *deluxemaptexture;
+ // lightmaptexture rebuild information not used in q3bsp
+ msurface_lightmapinfo_t *lightmapinfo; // q1bsp
+ // fog volume info in q3bsp
+ struct q3deffect_s *effect; // q3bsp
+ // mesh information for collisions (only used by q3bsp curves)
+ int *data_collisionelement3i; // q3bsp
+ float *data_collisionvertex3f; // q3bsp
+ float *data_collisionbbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
+ float *data_bbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
// surfaces own ranges of vertices and triangles in the model->surfmesh
int num_triangles; // number of triangles
// shadow volume building information
int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
- // lightmaptexture rebuild information not used in q3bsp
- msurface_lightmapinfo_t *lightmapinfo; // q1bsp
-
// mesh information for collisions (only used by q3bsp curves)
int num_collisiontriangles; // q3bsp
- int *data_collisionelement3i; // q3bsp
int num_collisionvertices; // q3bsp
- float *data_collisionvertex3f; // q3bsp
- struct q3deffect_s *effect; // q3bsp
- // FIXME: collisionmarkframe should be kept in a separate array
- int collisionmarkframe; // q3bsp // don't collide twice in one trace
-
- // optimization...
- float *data_collisionbbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
int num_collisionbboxstride;
- float *data_bbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
int num_bboxstride;
+ // FIXME: collisionmarkframe should be kept in a separate array
+ int collisionmarkframe; // q3bsp // don't collide twice in one trace
}
msurface_t;