Made so lines don't jitter around if its drawing wireframe because of no surfaces.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3258 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 21 additions and 129 deletions
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@ -91,114 +91,6 @@ extern cvar_t r_vertexdlights;
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extern cvar_t mod_md3flags;
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extern cvar_t r_skin_overlays;
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/*
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qboolean GLMod_Trace(model_t *model, int forcehullnum, int frame, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, trace_t *trace)
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{
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galiasinfo_t *mod = Mod_Extradata(model);
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galiasgroup_t *group;
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galiaspose_t *pose;
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int i;
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float *p1, *p2, *p3;
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vec3_t edge1, edge2, edge3;
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vec3_t normal;
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vec3_t edgenormal;
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float planedist;
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float diststart, distend;
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float frac;
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// float temp;
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vec3_t impactpoint;
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float *posedata;
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int *indexes;
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while(mod)
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{
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#pragma message("this just uses frame 0")
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indexes = (int*)((char*)mod + mod->ofs_indexes);
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group = (galiasgroup_t*)((char*)mod + mod->groupofs);
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pose = (galiaspose_t*)((char*)&group[0] + group[0].poseofs);
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posedata = (float*)((char*)pose + pose->ofsverts);
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#ifdef SKELETALMODELS
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if (mod->numbones && !mod->sharesverts)
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{
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float bonepose[MAX_BONES][12];
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posedata = alloca(mod->numverts*sizeof(vec3_t));
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frac = 1;
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if (group->isheirachical)
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{
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if (!mod->sharesbones)
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R_LerpBones(&frac, (float**)posedata, 1, (galiasbone_t*)((char*)mod + mod->ofsbones), 0, mod->numbones, bonepose);
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Alias_TransformVerticies(bonepose, (galisskeletaltransforms_t*)((char*)mod + mod->ofstransforms), mod->numtransforms, posedata);
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}
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else
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Alias_TransformVerticies((void*)posedata, (galisskeletaltransforms_t*)((char*)mod + mod->ofstransforms), mod->numtransforms, posedata);
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}
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#endif
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for (i = 0; i < mod->numindexes; i+=3)
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{
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p1 = posedata + 3*indexes[i+0];
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p2 = posedata + 3*indexes[i+1];
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p3 = posedata + 3*indexes[i+2];
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VectorSubtract(p1, p2, edge1);
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VectorSubtract(p3, p2, edge2);
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CrossProduct(edge1, edge2, normal);
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planedist = DotProduct(p1, normal);
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diststart = DotProduct(start, normal);
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if (diststart <= planedist)
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continue; //start on back side.
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distend = DotProduct(end, normal);
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if (distend >= planedist)
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continue; //end on front side (as must start - doesn't cross).
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frac = (diststart - planedist) / (diststart-distend);
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if (frac >= trace->fraction) //already found one closer.
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continue;
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impactpoint[0] = start[0] + frac*(end[0] - start[0]);
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impactpoint[1] = start[1] + frac*(end[1] - start[1]);
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impactpoint[2] = start[2] + frac*(end[2] - start[2]);
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// temp = DotProduct(impactpoint, normal)-planedist;
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CrossProduct(edge1, normal, edgenormal);
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// temp = DotProduct(impactpoint, edgenormal)-DotProduct(p2, edgenormal);
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if (DotProduct(impactpoint, edgenormal) > DotProduct(p2, edgenormal))
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continue;
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CrossProduct(normal, edge2, edgenormal);
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if (DotProduct(impactpoint, edgenormal) > DotProduct(p3, edgenormal))
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continue;
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VectorSubtract(p1, p3, edge3);
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CrossProduct(normal, edge3, edgenormal);
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if (DotProduct(impactpoint, edgenormal) > DotProduct(p1, edgenormal))
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continue;
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trace->fraction = frac;
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VectorCopy(impactpoint, trace->endpos);
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VectorCopy(normal, trace->plane.normal);
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}
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if (mod->nextsurf)
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mod = (galiasinfo_t*)((char*)mod + mod->nextsurf);
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else
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mod = NULL;
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}
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trace->allsolid = false;
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return trace->fraction != 1;
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}
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*/
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#ifndef SERVERONLY
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static hashtable_t skincolourmapped;
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extern vec3_t shadevector, shadelight, ambientlight;
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@ -802,7 +694,7 @@ static void R_DrawShadowVolume(mesh_t *mesh)
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qglEnd();
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}
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void GL_DrawAliasMesh_Sketch (mesh_t *mesh)
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void GL_DrawAliasMesh_Sketch (mesh_t *mesh, float linejitter)
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{
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int i;
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extern int gldepthfunc;
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@ -860,26 +752,26 @@ void GL_DrawAliasMesh_Sketch (mesh_t *mesh)
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v3 = mesh->xyz_array[mesh->indexes[i+2]];
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for (n = 0; n < 3; n++) //rember we do this triangle AND the neighbours
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{
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qglVertex3f(v1[0]+0.5*(rand()/(float)RAND_MAX-0.5),
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v1[1]+0.5*(rand()/(float)RAND_MAX-0.5),
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v1[2]+0.5*(rand()/(float)RAND_MAX-0.5));
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qglVertex3f(v2[0]+0.5*(rand()/(float)RAND_MAX-0.5),
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v2[1]+0.5*(rand()/(float)RAND_MAX-0.5),
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v2[2]+0.5*(rand()/(float)RAND_MAX-0.5));
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qglVertex3f(v1[0]+linejitter*(rand()/(float)RAND_MAX-0.5),
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v1[1]+linejitter*(rand()/(float)RAND_MAX-0.5),
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v1[2]+linejitter*(rand()/(float)RAND_MAX-0.5));
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qglVertex3f(v2[0]+linejitter*(rand()/(float)RAND_MAX-0.5),
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v2[1]+linejitter*(rand()/(float)RAND_MAX-0.5),
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v2[2]+linejitter*(rand()/(float)RAND_MAX-0.5));
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qglVertex3f(v2[0]+0.5*(rand()/(float)RAND_MAX-0.5),
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v2[1]+0.5*(rand()/(float)RAND_MAX-0.5),
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v2[2]+0.5*(rand()/(float)RAND_MAX-0.5));
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qglVertex3f(v3[0]+0.5*(rand()/(float)RAND_MAX-0.5),
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v3[1]+0.5*(rand()/(float)RAND_MAX-0.5),
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v3[2]+0.5*(rand()/(float)RAND_MAX-0.5));
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qglVertex3f(v2[0]+linejitter*(rand()/(float)RAND_MAX-0.5),
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v2[1]+linejitter*(rand()/(float)RAND_MAX-0.5),
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v2[2]+linejitter*(rand()/(float)RAND_MAX-0.5));
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qglVertex3f(v3[0]+linejitter*(rand()/(float)RAND_MAX-0.5),
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v3[1]+linejitter*(rand()/(float)RAND_MAX-0.5),
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v3[2]+linejitter*(rand()/(float)RAND_MAX-0.5));
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qglVertex3f(v3[0]+0.5*(rand()/(float)RAND_MAX-0.5),
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v3[1]+0.5*(rand()/(float)RAND_MAX-0.5),
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v3[2]+0.5*(rand()/(float)RAND_MAX-0.5));
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qglVertex3f(v1[0]+0.5*(rand()/(float)RAND_MAX-0.5),
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v1[1]+0.5*(rand()/(float)RAND_MAX-0.5),
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v1[2]+0.5*(rand()/(float)RAND_MAX-0.5));
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qglVertex3f(v3[0]+linejitter*(rand()/(float)RAND_MAX-0.5),
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v3[1]+linejitter*(rand()/(float)RAND_MAX-0.5),
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v3[2]+linejitter*(rand()/(float)RAND_MAX-0.5));
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qglVertex3f(v1[0]+linejitter*(rand()/(float)RAND_MAX-0.5),
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v1[1]+linejitter*(rand()/(float)RAND_MAX-0.5),
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v1[2]+linejitter*(rand()/(float)RAND_MAX-0.5));
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}
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}
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qglEnd();
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@ -1373,7 +1265,7 @@ void R_DrawGAliasModel (entity_t *e)
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{
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if (needrecolour)
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R_GAliasApplyLighting(&mesh, e->origin, e->angles, e->shaderRGBAf);
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GL_DrawAliasMesh_Sketch(&mesh);
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GL_DrawAliasMesh_Sketch(&mesh, 0.5);
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continue;
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}
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#ifdef Q3SHADERS
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@ -1408,7 +1300,7 @@ void R_DrawGAliasModel (entity_t *e)
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{
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if (needrecolour)
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R_GAliasApplyLighting(&mesh, e->origin, e->angles, e->shaderRGBAf);
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GL_DrawAliasMesh_Sketch(&mesh);
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GL_DrawAliasMesh_Sketch(&mesh, 0);
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}
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#ifdef Q3SHADERS
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else if (skin->shader)
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