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getting closer. bings go outside of glBegin, not in :/. also, much of my
find_intersect was a tad borked. turns out no problems in gl_rsurf :) Now just to take care of the wierder intersection cases.
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1 changed files with 3 additions and 4 deletions
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@ -339,8 +339,8 @@ find_intersect (int face1, vec3_t x1, int face2, vec3_t x2, vec3_t y)
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vec3_t v = {0, 0, 0}; // direction vector of cube edge. always +ve
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vec3_t v = {0, 0, 0}; // direction vector of cube edge. always +ve
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vec_t x_n, v_n; // x.n and v.n
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vec_t x_n, v_n; // x.n and v.n
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x[face1 % 3] = 2 * (face1 / 3) - 1;
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x[face1 % 3] = 1024 * (1 - 2 * (face1 / 3));
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x[face2 % 3] = 2 * (face2 / 3) - 1;
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x[face2 % 3] = 1024 * (1 - 2 * (face2 / 3));
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v[3 - ((face1 % 3) + (face2 % 3))] = 1;
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v[3 - ((face1 % 3) + (face2 % 3))] = 1;
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@ -419,7 +419,6 @@ R_DrawSkyBoxPoly (glpoly_t *poly)
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face = determine_face (v);
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face = determine_face (v);
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if (face != prev_face) {
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if (face != prev_face) {
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if (face % 3 == prev_face % 3) {
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if (face % 3 == prev_face % 3) {
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// ouch, miss a face
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} else {
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} else {
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vec3_t l;
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vec3_t l;
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find_intersect (prev_face, last_v, face, v, l);
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find_intersect (prev_face, last_v, face, v, l);
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@ -437,8 +436,8 @@ R_DrawSkyBoxPoly (glpoly_t *poly)
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for (i = 0; i < 6; i++) {
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for (i = 0; i < 6; i++) {
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if (box[i].poly.numverts < 2)
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if (box[i].poly.numverts < 2)
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continue;
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continue;
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glBegin (GL_POLYGON);
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glBindTexture (GL_TEXTURE_2D, box[i].tex);
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glBindTexture (GL_TEXTURE_2D, box[i].tex);
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glBegin (GL_POLYGON);
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for (j=0; j < box[i].poly.numverts; j++) {
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for (j=0; j < box[i].poly.numverts; j++) {
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glTexCoord2fv (box[i].poly.verts[j]+3);
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glTexCoord2fv (box[i].poly.verts[j]+3);
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glVertex3fv (box[i].poly.verts[j]);
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glVertex3fv (box[i].poly.verts[j]);
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