removed separate trigger/solid links.

some q3 fixes.
q2 will autosave on map changes, like q2 normally does.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3839 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2011-06-29 18:39:11 +00:00
parent a18e83d843
commit 61e4aa96b3
54 changed files with 1346 additions and 1000 deletions

View file

@ -2357,14 +2357,9 @@ mfog_t *CM_FogForOrigin(vec3_t org)
//Convert a patch in to a list of glpolys
#define MAX_ARRAY_VERTS 2048
#define MAX_ARRAY_VERTS 65535
index_t tempIndexesArray[MAX_ARRAY_VERTS*3];
vecV_t tempxyz_array[MAX_ARRAY_VERTS]; //structure is used only at load.
vec3_t tempnormals_array[MAX_ARRAY_VERTS]; //so what harm is there in doing this?
vec2_t tempst_array[MAX_ARRAY_VERTS];
vec2_t templmst_array[MAX_ARRAY_VERTS];
byte_vec4_t tempcolors_array[MAX_ARRAY_VERTS];
index_t tempIndexesArray[MAX_ARRAY_VERTS*6];
//mesh_t *GL_CreateMeshForPatch ( model_t *mod, q3dface_t *surf )
mesh_t *GL_CreateMeshForPatch (model_t *mod, int patchwidth, int patchheight, int numverts, int firstvert)
@ -2633,6 +2628,8 @@ qboolean CModQ3_LoadRFaces (lump_t *l)
Vector4Copy(mesh->colors4b_array[0], mesh->colors4b_array[2]);
Vector4Copy(mesh->colors4b_array[0], mesh->colors4b_array[3]);
}
if (out->mesh->numindexes == 0)
Con_Printf("foo\n");
}
Mod_NormaliseTextureVectors(map_normals_array, map_svector_array, map_tvector_array, numvertexes);