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https://git.code.sf.net/p/quake/newtree
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this might work a little better :/ I hate duplicate code, but making the
enter/leave face functions use common code would be a pain.
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1 changed files with 39 additions and 25 deletions
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@ -391,8 +391,8 @@ set_vertex (glpoly_t *p, vec3_t v, int face)
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find_cube_vertex
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get the coords of the vertex common to the three specified faces of the
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cube. NOTE: this WILL break if the three faces are do not share a
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common vertex.
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cube. NOTE: this WILL break if the three faces do not share a common
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vertex.
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*/
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static void
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find_cube_vertex (int face1, int face2, int face3, vec3_t v)
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@ -402,16 +402,46 @@ find_cube_vertex (int face1, int face2, int face3, vec3_t v)
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v[face3 % 3] = 1024 * (1 - 2 * (face3 / 3));
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}
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struct box_def {
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int tex, enter, leave;
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glpoly_t poly;
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float verts[32][VERTEXSIZE];
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};
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static void
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enter_face (struct box_def *box, int prev_face, int face)
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{
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if (box[face].leave >=0 && box[face].leave != prev_face) {
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vec3_t t;
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find_cube_vertex (prev_face, face, box[face].leave, t);
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set_vertex(&box[face].poly, t, prev_face);
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box[face].enter = -1;
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} else {
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box[face].enter = face;
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}
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box[face].leave = -1;
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}
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static void
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leave_face (struct box_def *box, int prev_face, int face)
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{
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if (box[prev_face].enter >=0 && box[prev_face].enter != face) {
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vec3_t t;
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find_cube_vertex (prev_face, face, box[prev_face].enter, t);
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set_vertex(&box[prev_face].poly, t, prev_face);
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box[prev_face].leave = -1;
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} else {
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box[prev_face].leave = face;
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}
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box[prev_face].enter = -1;
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}
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void
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R_DrawSkyBoxPoly (glpoly_t *poly)
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{
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static int skytex_offs[] = {3, 0, 4, 1, 2, 5};
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vec3_t v, last_v;
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struct {
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int tex, enter, leave;
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glpoly_t poly;
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float verts[32][VERTEXSIZE];
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} box[6];
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struct box_def box[6];
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int i, j;
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int face, prev_face;
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@ -440,24 +470,8 @@ R_DrawSkyBoxPoly (glpoly_t *poly)
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find_intersect (prev_face, last_v, face, v, l);
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set_vertex(&box[prev_face].poly, l, prev_face);
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if (box[prev_face].enter >=0 && box[prev_face].enter != face) {
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vec3_t t;
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find_cube_vertex (prev_face, face, box[face].enter, t);
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set_vertex(&box[prev_face].poly, t, prev_face);
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box[prev_face].enter = -1;
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} else {
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box[prev_face].enter = -1;
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box[prev_face].leave = face;
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}
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if (box[face].leave >=0 && box[face].leave != prev_face) {
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vec3_t t;
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find_cube_vertex (prev_face, face, box[face].leave, t);
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set_vertex(&box[face].poly, t, face);
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box[face].leave = -1;
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} else {
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box[face].enter = prev_face;
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box[face].leave = -1;
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}
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leave_face (box, prev_face, face);
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enter_face (box, prev_face, face);
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set_vertex(&box[face].poly, l, face);
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}
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}
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