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simplify shader decision logic in MiniMapSetupBrushes
git-svn-id: svn://svn.icculus.org/netradiant/trunk@335 61c419a2-8eb2-4b30-bcec-8cead039b335
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1 changed files with 9 additions and 0 deletions
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@ -374,6 +374,7 @@ void MiniMapSetupBrushes( void )
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b = minimap.model->firstBSPBrush + i;
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b = minimap.model->firstBSPBrush + i;
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brush = &bspBrushes[ b ];
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brush = &bspBrushes[ b ];
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#if 0
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/* check all sides */
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/* check all sides */
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compileFlags = 0;
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compileFlags = 0;
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for( j = 0; j < brush->numSides; j++ )
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for( j = 0; j < brush->numSides; j++ )
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@ -390,6 +391,14 @@ void MiniMapSetupBrushes( void )
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/* or together compile flags */
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/* or together compile flags */
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compileFlags |= si->compileFlags;
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compileFlags |= si->compileFlags;
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}
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}
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#else
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shader = &bspShaders[ brush->shaderNum ];
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si = ShaderInfoForShader( shader->shader );
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if( si == NULL )
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compileFlags = 0;
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else
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compileFlags = si->compileFlags;
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#endif
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/* determine if this brush is solid */
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/* determine if this brush is solid */
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if( (compileFlags & (C_SOLID | C_SKY)) == C_SOLID )
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if( (compileFlags & (C_SOLID | C_SKY)) == C_SOLID )
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