VectorAdd(inmins, hull->clip_size, outmaxs);
}
+static int Mod_Q1BSP_CreateShadowMesh(dp_model_t *mod)
+{
+ int j;
+ int numshadowmeshtriangles = 0;
+ msurface_t *surface;
+ if (cls.state == ca_dedicated)
+ return 0;
+ // make a single combined shadow mesh to allow optimized shadow volume creation
+
+ for (j = 0, surface = mod->data_surfaces;j < mod->num_surfaces;j++, surface++)
+ {
+ surface->num_firstshadowmeshtriangle = numshadowmeshtriangles;
+ numshadowmeshtriangles += surface->num_triangles;
+ }
+ mod->brush.shadowmesh = Mod_ShadowMesh_Begin(mod->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, false, true);
+ for (j = 0, surface = mod->data_surfaces;j < mod->num_surfaces;j++, surface++)
+ if (surface->num_triangles > 0)
+ Mod_ShadowMesh_AddMesh(mod->mempool, mod->brush.shadowmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+ mod->brush.shadowmesh = Mod_ShadowMesh_Finish(mod->mempool, mod->brush.shadowmesh, false, true, false);
+ if (mod->brush.shadowmesh)
+ Mod_BuildTriangleNeighbors(mod->brush.shadowmesh->neighbor3i, mod->brush.shadowmesh->element3i, mod->brush.shadowmesh->numtriangles);
+
+ return numshadowmeshtriangles;
+}
+
void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
{
int i, j, k;
mod->numskins = 1;
// make a single combined shadow mesh to allow optimized shadow volume creation
- numshadowmeshtriangles = 0;
- for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++)
- {
- surface->num_firstshadowmeshtriangle = numshadowmeshtriangles;
- numshadowmeshtriangles += surface->num_triangles;
- }
- loadmodel->brush.shadowmesh = Mod_ShadowMesh_Begin(loadmodel->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, false, true);
- for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++)
- Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, loadmodel->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
- loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true, false);
- Mod_BuildTriangleNeighbors(loadmodel->brush.shadowmesh->neighbor3i, loadmodel->brush.shadowmesh->element3i, loadmodel->brush.shadowmesh->numtriangles);
+ numshadowmeshtriangles = 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 *));
int i, j, numshadowmeshtriangles, lumps;
q3dheader_t *header;
float corner[3], yawradius, modelradius;
- msurface_t *surface;
mod->modeldatatypestring = "Q3BSP";
loadmodel->brush.supportwateralpha = true;
// make a single combined shadow mesh to allow optimized shadow volume creation
- numshadowmeshtriangles = 0;
- if (cls.state != ca_dedicated)
- {
- for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++)
- {
- surface->num_firstshadowmeshtriangle = numshadowmeshtriangles;
- numshadowmeshtriangles += surface->num_triangles;
- }
- loadmodel->brush.shadowmesh = Mod_ShadowMesh_Begin(loadmodel->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, false, true);
- for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++)
- if (surface->num_triangles > 0)
- Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, loadmodel->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
- loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true, false);
- if (loadmodel->brush.shadowmesh)
- Mod_BuildTriangleNeighbors(loadmodel->brush.shadowmesh->neighbor3i, loadmodel->brush.shadowmesh->element3i, loadmodel->brush.shadowmesh->numtriangles);
- }
+ numshadowmeshtriangles = Mod_Q1BSP_CreateShadowMesh(loadmodel);
loadmodel->brush.num_leafs = 0;
Mod_Q3BSP_RecursiveFindNumLeafs(loadmodel->brush.data_nodes);
typedef struct objvertex_s
{
int nextindex;
+ int submodelindex;
int textureindex;
float v[3];
float vt[2];
}
objvertex_t;
+static unsigned char nobsp_pvs[1] = {1};
+
void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
{
const char *textbase = (char *)buffer, *text = textbase;
char *argv[512];
char line[1024];
char materialname[MAX_QPATH];
- int i, j, numvertices, firstvertex, firsttriangle, elementindex, vertexindex, numsurfaces, surfacevertices, surfacetriangles, surfaceelements;
+ int i, j, l, numvertices, firstvertex, firsttriangle, elementindex, vertexindex, surfacevertices, surfacetriangles, surfaceelements, submodelindex;
int index1, index2, index3;
objvertex_t vfirst, vprev, vcurrent;
int argc;
int maxvt = 0, numvt = 1;
int maxvn = 0, numvn = 1;
char *texturenames = NULL;
- float dist, modelradius, modelyawradius;
+ float dist, modelradius, modelyawradius, yawradius;
float *v = NULL;
float *vt = NULL;
float *vn = NULL;
float mins[3];
float maxs[3];
+ float corner[3];
objvertex_t *thisvertex = NULL;
int vertexhashindex;
int *vertexhashtable = NULL;
int vertexhashcount = 0;
skinfile_t *skinfiles = NULL;
unsigned char *data = NULL;
+ int *submodelfirstsurface;
+ msurface_t *surface;
+ msurface_t *tempsurfaces;
memset(&vfirst, 0, sizeof(vfirst));
memset(&vprev, 0, sizeof(vprev));
index3 = numvn - index3;
vcurrent.nextindex = -1;
vcurrent.textureindex = textureindex;
+ vcurrent.submodelindex = submodelindex;
VectorCopy(v + 3*index1, vcurrent.v);
Vector2Copy(vt + 2*index2, vcurrent.vt);
VectorCopy(vn + 3*index3, vcurrent.vn);
}
}
else if (!strcmp(argv[0], "o") || !strcmp(argv[0], "g"))
- ;
+ {
+ submodelindex = atof(argv[1]);
+ loadmodel->brush.numsubmodels = max(submodelindex + 1, loadmodel->brush.numsubmodels);
+ }
else if (!strcmp(argv[0], "usemtl"))
{
for (i = 0;i < numtextures;i++)
loadmodel->radius2 = modelradius * modelradius;
// allocate storage for triangles
- loadmodel->num_surfaces = loadmodel->nummodelsurfaces = numsurfaces = numtextures;
loadmodel->surfmesh.data_element3i = (int *)Mem_Alloc(loadmodel->mempool, numtriangles * sizeof(int[3]));
- loadmodel->data_surfaces = (msurface_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t));
// allocate vertex hash structures to build an optimal vertex subset
vertexhashsize = numtriangles*2;
vertexhashtable = (int *)Mem_Alloc(loadmodel->mempool, sizeof(int) * vertexhashsize);
firstvertex = 0;
firsttriangle = 0;
elementindex = 0;
- for (textureindex = 0;textureindex < numtextures;textureindex++)
+ loadmodel->num_surfaces = 0;
+ // allocate storage for the worst case number of surfaces, later we resize
+ tempsurfaces = (msurface_t *)Mem_Alloc(loadmodel->mempool, numtextures * loadmodel->brush.numsubmodels * sizeof(msurface_t));
+ submodelfirstsurface = Mem_Alloc(loadmodel->mempool, (loadmodel->brush.numsubmodels+1) * sizeof(int));
+ surface = tempsurfaces;
+ for (submodelindex = 0;submodelindex < loadmodel->brush.numsubmodels;submodelindex++)
{
- msurface_t *surface = loadmodel->data_surfaces + textureindex;
- // copy the mins/maxs of the model backwards so that the first vertex
- // added will set the surface bounds to a point
- VectorCopy(loadmodel->normalmaxs, surface->mins);
- VectorCopy(loadmodel->normalmins, surface->maxs);
- surfacevertices = 0;
- surfaceelements = 0;
- for (vertexindex = 0;vertexindex < numtriangles*3;vertexindex++)
- {
- thisvertex = vertices + vertexindex;
- if (thisvertex->textureindex != textureindex)
- continue;
- surface->mins[0] = min(surface->mins[0], thisvertex->v[0]);
- surface->mins[1] = min(surface->mins[1], thisvertex->v[1]);
- surface->mins[2] = min(surface->mins[2], thisvertex->v[2]);
- surface->maxs[0] = max(surface->maxs[0], thisvertex->v[0]);
- surface->maxs[1] = max(surface->maxs[1], thisvertex->v[1]);
- surface->maxs[2] = max(surface->maxs[2], thisvertex->v[2]);
- vertexhashindex = (unsigned int)(thisvertex->v[0] * 3571 + thisvertex->v[0] * 1777 + thisvertex->v[0] * 457) % (unsigned int)vertexhashsize;
- for (i = vertexhashtable[vertexhashindex];i >= 0;i = vertexhashdata[i].nextindex)
+ submodelfirstsurface[submodelindex] = loadmodel->num_surfaces;
+ for (textureindex = 0;textureindex < numtextures;textureindex++)
+ {
+ for (vertexindex = 0;vertexindex < numtriangles*3;vertexindex++)
{
- vdata = vertexhashdata + i;
- if (vdata->textureindex == thisvertex->textureindex && VectorCompare(thisvertex->v, vdata->v) && VectorCompare(thisvertex->vn, vdata->vn) && Vector2Compare(thisvertex->vt, vdata->vt))
+ thisvertex = vertices + vertexindex;
+ if (thisvertex->submodelindex == submodelindex && thisvertex->textureindex == textureindex)
break;
}
- if (i < 0)
+ // skip the surface creation if there are no triangles for it
+ if (vertexindex == numtriangles*3)
+ continue;
+ // create a surface for these vertices
+ surfacevertices = 0;
+ surfaceelements = 0;
+ // we hack in a texture index in the surface to be fixed up later...
+ surface->texture = (texture_t *)((size_t)textureindex);
+ // calculate bounds as we go
+ VectorCopy(thisvertex->v, surface->mins);
+ VectorCopy(thisvertex->v, surface->maxs);
+ for (;vertexindex < numtriangles*3;vertexindex++)
{
- i = vertexhashcount++;
- vdata = vertexhashdata + i;
- *vdata = *thisvertex;
- vdata->nextindex = vertexhashtable[vertexhashindex];
- vertexhashtable[vertexhashindex] = i;
- surfacevertices++;
+ thisvertex = vertices + vertexindex;
+ if (thisvertex->submodelindex != submodelindex)
+ continue;
+ if (thisvertex->textureindex != textureindex)
+ continue;
+ // add vertex to surface bounds
+ surface->mins[0] = min(surface->mins[0], thisvertex->v[0]);
+ surface->mins[1] = min(surface->mins[1], thisvertex->v[1]);
+ surface->mins[2] = min(surface->mins[2], thisvertex->v[2]);
+ surface->maxs[0] = max(surface->maxs[0], thisvertex->v[0]);
+ surface->maxs[1] = max(surface->maxs[1], thisvertex->v[1]);
+ surface->maxs[2] = max(surface->maxs[2], thisvertex->v[2]);
+ // add the vertex if it is not found in the merged set, and
+ // get its index (triangle element) for the surface
+ vertexhashindex = (unsigned int)(thisvertex->v[0] * 3571 + thisvertex->v[0] * 1777 + thisvertex->v[0] * 457) % (unsigned int)vertexhashsize;
+ for (i = vertexhashtable[vertexhashindex];i >= 0;i = vertexhashdata[i].nextindex)
+ {
+ vdata = vertexhashdata + i;
+ if (vdata->submodelindex == thisvertex->submodelindex && vdata->textureindex == thisvertex->textureindex && VectorCompare(thisvertex->v, vdata->v) && VectorCompare(thisvertex->vn, vdata->vn) && Vector2Compare(thisvertex->vt, vdata->vt))
+ break;
+ }
+ if (i < 0)
+ {
+ i = vertexhashcount++;
+ vdata = vertexhashdata + i;
+ *vdata = *thisvertex;
+ vdata->nextindex = vertexhashtable[vertexhashindex];
+ vertexhashtable[vertexhashindex] = i;
+ surfacevertices++;
+ }
+ loadmodel->surfmesh.data_element3i[elementindex++] = i;
+ surfaceelements++;
}
- loadmodel->surfmesh.data_element3i[elementindex++] = i;
- surfaceelements++;
- }
- surfacetriangles = surfaceelements / 3;
- surface->num_vertices = surfacevertices;
- surface->num_triangles = surfacetriangles;
- surface->num_firstvertex = firstvertex;
- surface->num_firsttriangle = firsttriangle;
- firstvertex += surface->num_vertices;
- firsttriangle += surface->num_triangles;
- }
+ surfacetriangles = surfaceelements / 3;
+ surface->num_vertices = surfacevertices;
+ surface->num_triangles = surfacetriangles;
+ surface->num_firstvertex = firstvertex;
+ surface->num_firsttriangle = firsttriangle;
+ firstvertex += surface->num_vertices;
+ firsttriangle += surface->num_triangles;
+ surface++;
+ loadmodel->num_surfaces++;
+ }
+ }
+ submodelfirstsurface[submodelindex] = loadmodel->num_surfaces;
numvertices = firstvertex;
+ loadmodel->data_surfaces = (msurface_t *)Mem_Realloc(loadmodel->mempool, tempsurfaces, loadmodel->num_surfaces * sizeof(msurface_t));
+ tempsurfaces = NULL;
// allocate storage for final mesh data
loadmodel->num_textures = numtextures * loadmodel->numskins;
loadmodel->num_texturesperskin = numtextures;
- data = (unsigned char *)Mem_Alloc(loadmodel->mempool, numsurfaces * sizeof(int) + numsurfaces * loadmodel->numskins * sizeof(texture_t) + numtriangles * sizeof(int[3]) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0) + numvertices * sizeof(float[14]));
- loadmodel->sortedmodelsurfaces = (int *)data;data += numsurfaces * sizeof(int);
- loadmodel->data_textures = (texture_t *)data;data += numsurfaces * loadmodel->numskins * sizeof(texture_t);
+ data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + numtriangles * sizeof(int[3]) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0) + numvertices * sizeof(float[14]) + loadmodel->brush.numsubmodels * sizeof(dp_model_t *));
+ loadmodel->brush.submodels = (dp_model_t **)data;data += loadmodel->brush.numsubmodels * sizeof(dp_model_t *);
+ loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
+ loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
loadmodel->surfmesh.num_vertices = numvertices;
loadmodel->surfmesh.num_triangles = numtriangles;
loadmodel->surfmesh.data_neighbor3i = (int *)data;data += numtriangles * sizeof(int[3]);
Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + textureindex, skinfiles, texturenames + textureindex*MAX_QPATH, texturenames + textureindex*MAX_QPATH);
Mod_FreeSkinFiles(skinfiles);
- // set the surface textures
- for (textureindex = 0;textureindex < numtextures;textureindex++)
- {
- msurface_t *surface = loadmodel->data_surfaces + textureindex;
- surface->texture = loadmodel->data_textures + textureindex;
- }
+ // set the surface textures to their real values now that we loaded them...
+ for (i = 0;i < loadmodel->num_surfaces;i++)
+ loadmodel->data_surfaces[i].texture = loadmodel->data_textures + (size_t)loadmodel->data_surfaces[i].texture;
// free data
Mem_Free(vertices);
Mem_Free(vertexhashtable);
Mem_Free(vertexhashdata);
+ // make a single combined shadow mesh to allow optimized shadow volume creation
+ Mod_Q1BSP_CreateShadowMesh(loadmodel);
+
// compute all the mesh information that was not loaded from the file
- Mod_MakeSortedSurfaces(loadmodel);
if (loadmodel->surfmesh.data_element3s)
for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true);
Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
- Mod_MakeCollisionBIH(loadmodel, true, &mod->collision_bih);
- mod->render_bih = mod->collision_bih;
+ // if this is a worldmodel and has no BSP tree, create a fake one for the purpose
+ loadmodel->brush.num_visleafs = 1;
+ loadmodel->brush.num_leafs = 1;
+ loadmodel->brush.num_nodes = 0;
+ loadmodel->brush.num_leafsurfaces = loadmodel->num_surfaces;
+ loadmodel->brush.data_leafs = (mleaf_t *)Mem_Alloc(loadmodel->mempool, loadmodel->brush.num_leafs * sizeof(mleaf_t));
+ loadmodel->brush.data_nodes = (mnode_t *)loadmodel->brush.data_leafs;
+ loadmodel->brush.num_pvsclusters = 1;
+ loadmodel->brush.num_pvsclusterbytes = 1;
+ loadmodel->brush.data_pvsclusters = nobsp_pvs;
+ //if (loadmodel->num_nodes) loadmodel->data_nodes = (mnode_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_nodes * sizeof(mnode_t));
+ //loadmodel->data_leafsurfaces = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->num_leafsurfaces * sizeof(int));
+ loadmodel->brush.data_leafsurfaces = loadmodel->sortedmodelsurfaces;
+ VectorCopy(loadmodel->normalmins, loadmodel->brush.data_leafs->mins);
+ VectorCopy(loadmodel->normalmaxs, loadmodel->brush.data_leafs->maxs);
+ loadmodel->brush.data_leafs->combinedsupercontents = 0; // FIXME?
+ loadmodel->brush.data_leafs->clusterindex = 0;
+ loadmodel->brush.data_leafs->areaindex = 0;
+ loadmodel->brush.data_leafs->numleafsurfaces = loadmodel->brush.num_leafsurfaces;
+ loadmodel->brush.data_leafs->firstleafsurface = loadmodel->brush.data_leafsurfaces;
+ loadmodel->brush.data_leafs->numleafbrushes = 0;
+ loadmodel->brush.data_leafs->firstleafbrush = NULL;
+ loadmodel->brush.supportwateralpha = true;
+
+ if (loadmodel->brush.numsubmodels)
+ loadmodel->brush.submodels = (dp_model_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brush.numsubmodels * sizeof(dp_model_t *));
+
+ mod = loadmodel;
+ for (i = 0;i < loadmodel->brush.numsubmodels;i++)
+ {
+ if (i > 0)
+ {
+ char name[10];
+ // duplicate the basic information
+ dpsnprintf(name, sizeof(name), "*%i", i);
+ mod = Mod_FindName(name, loadmodel->name);
+ // copy the base model to this one
+ *mod = *loadmodel;
+ // rename the clone back to its proper name
+ strlcpy(mod->name, name, sizeof(mod->name));
+ mod->brush.parentmodel = loadmodel;
+ // textures and memory belong to the main model
+ mod->texturepool = NULL;
+ mod->mempool = NULL;
+ mod->brush.GetPVS = NULL;
+ mod->brush.FatPVS = NULL;
+ mod->brush.BoxTouchingPVS = NULL;
+ mod->brush.BoxTouchingLeafPVS = NULL;
+ mod->brush.BoxTouchingVisibleLeafs = NULL;
+ mod->brush.FindBoxClusters = NULL;
+ mod->brush.LightPoint = NULL;
+ mod->brush.AmbientSoundLevelsForPoint = NULL;
+ }
+ mod->brush.submodel = i;
+ if (loadmodel->brush.submodels)
+ loadmodel->brush.submodels[i] = mod;
+
+ // make the model surface list (used by shadowing/lighting)
+ mod->firstmodelsurface = submodelfirstsurface[i];
+ mod->nummodelsurfaces = submodelfirstsurface[i+1] - submodelfirstsurface[i];
+ mod->firstmodelbrush = 0;
+ mod->nummodelbrushes = 0;
+ mod->sortedmodelsurfaces = loadmodel->sortedmodelsurfaces + mod->firstmodelsurface;
+ Mod_MakeSortedSurfaces(mod);
+
+ VectorClear(mod->normalmins);
+ VectorClear(mod->normalmaxs);
+ l = false;
+ for (j = 0;j < mod->nummodelsurfaces;j++)
+ {
+ const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
+ const float *v = mod->surfmesh.data_vertex3f + 3 * surface->num_firstvertex;
+ int k;
+ if (!surface->num_vertices)
+ continue;
+ if (!l)
+ {
+ l = true;
+ VectorCopy(v, mod->normalmins);
+ VectorCopy(v, mod->normalmaxs);
+ }
+ for (k = 0;k < surface->num_vertices;k++, v += 3)
+ {
+ mod->normalmins[0] = min(mod->normalmins[0], v[0]);
+ mod->normalmins[1] = min(mod->normalmins[1], v[1]);
+ mod->normalmins[2] = min(mod->normalmins[2], v[2]);
+ mod->normalmaxs[0] = max(mod->normalmaxs[0], v[0]);
+ mod->normalmaxs[1] = max(mod->normalmaxs[1], v[1]);
+ mod->normalmaxs[2] = max(mod->normalmaxs[2], v[2]);
+ }
+ }
+ corner[0] = max(fabs(mod->normalmins[0]), fabs(mod->normalmaxs[0]));
+ corner[1] = max(fabs(mod->normalmins[1]), fabs(mod->normalmaxs[1]));
+ corner[2] = max(fabs(mod->normalmins[2]), fabs(mod->normalmaxs[2]));
+ modelradius = sqrt(corner[0]*corner[0]+corner[1]*corner[1]+corner[2]*corner[2]);
+ yawradius = sqrt(corner[0]*corner[0]+corner[1]*corner[1]);
+ mod->rotatedmins[0] = mod->rotatedmins[1] = mod->rotatedmins[2] = -modelradius;
+ mod->rotatedmaxs[0] = mod->rotatedmaxs[1] = mod->rotatedmaxs[2] = modelradius;
+ mod->yawmaxs[0] = mod->yawmaxs[1] = yawradius;
+ mod->yawmins[0] = mod->yawmins[1] = -yawradius;
+ mod->yawmins[2] = mod->normalmins[2];
+ mod->yawmaxs[2] = mod->normalmaxs[2];
+ mod->radius = modelradius;
+ mod->radius2 = modelradius * modelradius;
+
+ // this gets altered below if sky or water is used
+ mod->DrawSky = NULL;
+ mod->DrawAddWaterPlanes = NULL;
+
+ for (j = 0;j < mod->nummodelsurfaces;j++)
+ if (mod->data_surfaces[j + mod->firstmodelsurface].texture->basematerialflags & MATERIALFLAG_SKY)
+ break;
+ if (j < mod->nummodelsurfaces)
+ mod->DrawSky = R_Q1BSP_DrawSky;
+
+ for (j = 0;j < mod->nummodelsurfaces;j++)
+ if (mod->data_surfaces[j + mod->firstmodelsurface].texture->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
+ break;
+ if (j < mod->nummodelsurfaces)
+ mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
+
+ Mod_MakeCollisionBIH(mod, true, &mod->collision_bih);
+ mod->render_bih = mod->collision_bih;
+
+ // generate VBOs and other shared data before cloning submodels
+ if (i == 0)
+ Mod_BuildVBOs();
+ }
+ mod = loadmodel;
+ Mem_Free(submodelfirstsurface);
+
+ Con_DPrintf("Stats for obj model \"%s\": %i faces, %i nodes, %i leafs, %i clusters, %i clusterportals, mesh: %i vertices, %i triangles, %i surfaces\n", loadmodel->name, loadmodel->num_surfaces, loadmodel->brush.num_nodes, loadmodel->brush.num_leafs, mod->brush.num_pvsclusters, loadmodel->brush.num_portals, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->num_surfaces);
}