simplify shader decision logic in MiniMapSetupBrushes

git-svn-id: svn://svn.icculus.org/netradiant/trunk@335 61c419a2-8eb2-4b30-bcec-8cead039b335
This commit is contained in:
divverent 2009-04-26 19:05:49 +00:00 committed by Thomas Debesse
parent 1b926fe925
commit bde58c1edd

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@ -374,6 +374,7 @@ void MiniMapSetupBrushes( void )
b = minimap.model->firstBSPBrush + i; b = minimap.model->firstBSPBrush + i;
brush = &bspBrushes[ b ]; brush = &bspBrushes[ b ];
#if 0
/* check all sides */ /* check all sides */
compileFlags = 0; compileFlags = 0;
for( j = 0; j < brush->numSides; j++ ) for( j = 0; j < brush->numSides; j++ )
@ -390,6 +391,14 @@ void MiniMapSetupBrushes( void )
/* or together compile flags */ /* or together compile flags */
compileFlags |= si->compileFlags; compileFlags |= si->compileFlags;
} }
#else
shader = &bspShaders[ brush->shaderNum ];
si = ShaderInfoForShader( shader->shader );
if( si == NULL )
compileFlags = 0;
else
compileFlags = si->compileFlags;
#endif
/* determine if this brush is solid */ /* determine if this brush is solid */
if( (compileFlags & (C_SOLID | C_SKY)) == C_SOLID ) if( (compileFlags & (C_SOLID | C_SKY)) == C_SOLID )