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
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54 changed files with 1346 additions and 1000 deletions
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@ -2357,14 +2357,9 @@ mfog_t *CM_FogForOrigin(vec3_t org)
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//Convert a patch in to a list of glpolys
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#define MAX_ARRAY_VERTS 2048
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#define MAX_ARRAY_VERTS 65535
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index_t tempIndexesArray[MAX_ARRAY_VERTS*3];
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vecV_t tempxyz_array[MAX_ARRAY_VERTS]; //structure is used only at load.
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vec3_t tempnormals_array[MAX_ARRAY_VERTS]; //so what harm is there in doing this?
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vec2_t tempst_array[MAX_ARRAY_VERTS];
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vec2_t templmst_array[MAX_ARRAY_VERTS];
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byte_vec4_t tempcolors_array[MAX_ARRAY_VERTS];
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index_t tempIndexesArray[MAX_ARRAY_VERTS*6];
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//mesh_t *GL_CreateMeshForPatch ( model_t *mod, q3dface_t *surf )
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mesh_t *GL_CreateMeshForPatch (model_t *mod, int patchwidth, int patchheight, int numverts, int firstvert)
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@ -2633,6 +2628,8 @@ qboolean CModQ3_LoadRFaces (lump_t *l)
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Vector4Copy(mesh->colors4b_array[0], mesh->colors4b_array[2]);
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Vector4Copy(mesh->colors4b_array[0], mesh->colors4b_array[3]);
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}
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if (out->mesh->numindexes == 0)
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Con_Printf("foo\n");
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}
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Mod_NormaliseTextureVectors(map_normals_array, map_svector_array, map_tvector_array, numvertexes);
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