vec3_t normal;
vec3_t center;
mplane_t plane;
- int cam_ent;
r_waterstate_waterplane_t *p;
texture_t *t = R_GetCurrentTexture(surface->texture);
- cam_ent = t->camera_entity;
- if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
- cam_ent = 0;
// just use the first triangle with a valid normal for any decisions
VectorClear(normal);
int surfacefirstvertex;
int surfaceendvertex;
int surfacenumvertices;
- int surfaceadjustvertex;
int needsupdate;
int i, j;
qboolean gaps;
surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
surfacenumvertices = texturesurfacelist[i]->num_vertices;
surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
- surfaceadjustvertex = numvertices - surfacefirstvertex;
surfacenumtriangles = texturesurfacelist[i]->num_triangles;
// copy only the data requested
if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
const msurface_t *surface;
int i, k, kend, l, endsurface, batchnumsurfaces, texturenumsurfaces;
const msurface_t **texturesurfacelist;
- const int *element3i;
texture_t *tex;
CHECKGLERROR
- element3i = rsurface.modelelement3i;
// this is a double loop because non-visible surface skipping has to be
// fast, and even if this is not the world model (and hence no visibility
// checking) the input surface list and batch buffer are different formats