mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-06 05:01:26 +00:00
f7b1196b8d
and queued)
650 lines
16 KiB
C
650 lines
16 KiB
C
/*
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gl_rsurf.c
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surface-related refresh code
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2000 Joseph Carter <knghtbrd@debian.org>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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static __attribute__ ((unused)) const char rcsid[] =
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"$Id$";
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <math.h>
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#include <stdio.h>
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#include "QF/cvar.h"
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#include "QF/render.h"
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#include "QF/sys.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_lightmap.h"
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#include "QF/GL/qf_rmain.h"
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#include "QF/GL/qf_rsurf.h"
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#include "QF/GL/qf_sky.h"
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#include "QF/GL/qf_textures.h"
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#include "QF/GL/qf_vid.h"
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#include "compat.h"
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#include "r_cvar.h"
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#include "r_local.h"
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#include "r_shared.h"
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int skytexturenum;
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glpoly_t *fullbright_polys[MAX_GLTEXTURES];
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msurface_t *waterchain = NULL;
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msurface_t **waterchain_tail = &waterchain;
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msurface_t *sky_chain;
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msurface_t **sky_chain_tail;
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#define CHAIN_SURF_F2B(surf,chain) \
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do { \
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*(chain##_tail) = (surf); \
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(chain##_tail) = &(surf)->texturechain; \
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*(chain##_tail) = 0; \
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} while (0)
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#define CHAIN_SURF_B2F(surf,chain) \
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do { \
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(surf)->texturechain = (chain); \
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(chain) = (surf); \
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} while (0)
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extern int lightmap_textures;
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extern qboolean lightmap_modified[MAX_LIGHTMAPS];
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extern glpoly_t *lightmap_polys[MAX_LIGHTMAPS];
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extern glRect_t lightmap_rectchange[MAX_LIGHTMAPS];
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/*
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R_TextureAnimation
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Returns the proper texture for a given time and base texture
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*/
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texture_t *
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R_TextureAnimation (msurface_t *surf)
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{
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texture_t *base = surf->texinfo->texture;
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int count, relative;
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if (currententity->frame) {
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if (base->alternate_anims)
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base = base->alternate_anims;
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}
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relative = (int) (r_realtime * 10) % base->anim_total;
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count = 0;
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while (base->anim_min > relative || base->anim_max <= relative) {
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base = base->anim_next;
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if (!base)
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Sys_Error ("R_TextureAnimation: broken cycle");
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if (++count > 100)
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Sys_Error ("R_TextureAnimation: infinite cycle");
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}
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return base;
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}
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// BRUSH MODELS ===============================================================
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static void
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R_RenderFullbrights (void)
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{
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float *v;
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int i, j;
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glpoly_t *p;
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qfglBlendFunc (GL_ONE, GL_ONE);
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for (i = 1; i < MAX_GLTEXTURES; i++) {
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if (!fullbright_polys[i])
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continue;
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qfglBindTexture (GL_TEXTURE_2D, i);
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for (p = fullbright_polys[i]; p; p = p->fb_chain) {
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qfglBegin (GL_POLYGON);
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for (j = 0, v = p->verts[0]; j < p->numverts; j++, v += VERTEXSIZE)
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{
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qfglTexCoord2fv (&v[3]);
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qfglVertex3fv (v);
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}
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qfglEnd ();
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}
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}
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qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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inline void
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R_RenderBrushPoly (msurface_t *fa)
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{
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float *v;
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int maps, smax, tmax, i;
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glRect_t *theRect;
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c_brush_polys++;
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qfglBegin (GL_POLYGON);
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v = fa->polys->verts[0];
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for (i = 0; i < fa->polys->numverts; i++, v += VERTEXSIZE) {
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qfglTexCoord2fv (&v[3]);
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qfglVertex3fv (v);
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}
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qfglEnd ();
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// add the poly to the proper lightmap chain
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fa->polys->chain = lightmap_polys[fa->lightmaptexturenum];
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lightmap_polys[fa->lightmaptexturenum] = fa->polys;
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// check for lightmap modification
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for (maps = 0; maps < MAXLIGHTMAPS && fa->styles[maps] != 255; maps++)
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if (d_lightstylevalue[fa->styles[maps]] != fa->cached_light[maps])
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goto dynamic;
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if ((fa->dlightframe == r_framecount) || fa->cached_dlight) {
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dynamic:
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if (r_dynamic->int_val) {
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lightmap_modified[fa->lightmaptexturenum] = true;
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theRect = &lightmap_rectchange[fa->lightmaptexturenum];
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if (fa->light_t < theRect->t) {
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if (theRect->h)
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theRect->h += theRect->t - fa->light_t;
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theRect->t = fa->light_t;
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}
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if (fa->light_s < theRect->l) {
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if (theRect->w)
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theRect->w += theRect->l - fa->light_s;
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theRect->l = fa->light_s;
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}
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smax = (fa->extents[0] >> 4) + 1;
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tmax = (fa->extents[1] >> 4) + 1;
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if ((theRect->w + theRect->l) < (fa->light_s + smax))
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theRect->w = (fa->light_s - theRect->l) + smax;
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if ((theRect->h + theRect->t) < (fa->light_t + tmax))
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theRect->h = (fa->light_t - theRect->t) + tmax;
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R_BuildLightMap (fa);
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}
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}
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}
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void
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R_DrawWaterSurfaces (void)
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{
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int i;
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msurface_t *s;
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if (!waterchain)
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return;
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// go back to the world matrix
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qfglLoadMatrixf (r_world_matrix);
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if (cl_wateralpha < 1.0) {
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qfglDepthMask (GL_FALSE);
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color_white[3] = cl_wateralpha * 255;
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qfglColor4ubv (color_white);
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}
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i = -1;
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for (s = waterchain; s; s = s->texturechain) {
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if (i != s->texinfo->texture->gl_texturenum) {
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i = s->texinfo->texture->gl_texturenum;
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qfglBindTexture (GL_TEXTURE_2D, i);
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}
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EmitWaterPolys (s);
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}
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waterchain = NULL;
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waterchain_tail = &waterchain;
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if (cl_wateralpha < 1.0) {
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qfglDepthMask (GL_TRUE);
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qfglColor3ubv (color_white);
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}
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}
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static inline void
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DrawTextureChains (void)
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{
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int i;
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msurface_t *s;
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texture_t *tex;
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qfglDisable (GL_BLEND);
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for (i = 0; i < r_worldentity.model->numtextures; i++) {
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tex = r_worldentity.model->textures[i];
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if (!tex)
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continue;
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qfglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum);
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for (s = tex->texturechain; s; s = s->texturechain)
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R_RenderBrushPoly (s);
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tex->texturechain = NULL;
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tex->texturechain_tail = &tex->texturechain;
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}
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tex = r_notexture_mip;
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tex->texturechain = NULL;
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tex->texturechain_tail = &tex->texturechain;
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qfglEnable (GL_BLEND);
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}
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void
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R_DrawBrushModel (entity_t *e)
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{
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float dot, radius;
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float color[4];
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int i;
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unsigned int k;
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model_t *model;
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mplane_t *pplane;
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msurface_t *psurf;
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qboolean rotated;
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vec3_t mins, maxs;
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model = e->model;
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if (e->angles[0] || e->angles[1] || e->angles[2]) {
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rotated = true;
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radius = model->radius;
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#if 0 //QSG FIXME
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if (e->scale != 1.0)
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radius *= e->scale;
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#endif
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if (R_CullSphere (e->origin, radius))
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return;
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} else {
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rotated = false;
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VectorAdd (e->origin, model->mins, mins);
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VectorAdd (e->origin, model->maxs, maxs);
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#if 0 // QSG FIXME
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if (e->scale != 1.0) {
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VectorScale (mins, e->scale, mins);
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VectorScale (maxs, e->scale, maxs);
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}
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#endif
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if (R_CullBox (mins, maxs))
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return;
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}
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VectorCopy (e->colormod, color);
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color[3] = e->colormod[3];
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memset (lightmap_polys, 0, sizeof (lightmap_polys));
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memset (fullbright_polys, 0, sizeof (fullbright_polys));
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VectorSubtract (r_refdef.vieworg, e->origin, modelorg);
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if (rotated) {
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vec3_t temp, forward, right, up;
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VectorCopy (modelorg, temp);
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AngleVectors (e->angles, forward, right, up);
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modelorg[0] = DotProduct (temp, forward);
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modelorg[1] = -DotProduct (temp, right);
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modelorg[2] = DotProduct (temp, up);
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}
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psurf = &model->surfaces[model->firstmodelsurface];
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// calculate dynamic lighting for bmodel if it's not an instanced model
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if (model->firstmodelsurface != 0 && r_dlight_lightmap->int_val) {
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vec3_t lightorigin;
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for (k = 0; k < r_maxdlights; k++) {
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if ((r_dlights[k].die < r_realtime) || (!r_dlights[k].radius))
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continue;
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VectorSubtract (r_dlights[k].origin, e->origin, lightorigin);
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R_RecursiveMarkLights (lightorigin, &r_dlights[k], 1 << k,
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model->nodes + model->hulls[0].firstclipnode);
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}
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}
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qfglPushMatrix ();
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e->angles[0] = -e->angles[0]; // stupid quake bug
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R_RotateForEntity (e);
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e->angles[0] = -e->angles[0]; // stupid quake bug
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// draw texture
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for (i = 0; i < model->nummodelsurfaces; i++, psurf++) {
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// find which side of the node we are on
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pplane = psurf->plane;
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dot = DotProduct (modelorg, pplane->normal) - pplane->dist;
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// draw the polygon
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if (((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
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(!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) {
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if (psurf->flags & SURF_DRAWTURB) {
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qfglBindTexture (GL_TEXTURE_2D,
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psurf->texinfo->texture->gl_texturenum);
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if (cl_wateralpha < 1.0) {
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qfglDepthMask (GL_FALSE);
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color[3] *= cl_wateralpha;
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qfglColor4fv (color);
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EmitWaterPolys (psurf);
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qfglColor3ubv (color_white);
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qfglDepthMask (GL_TRUE);
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} else {
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qfglColor4fv (color);
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EmitWaterPolys (psurf);
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qfglColor3ubv (color_white);
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}
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} else if (psurf->flags & SURF_DRAWSKY) {
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// QSG FIXME: add modelalpha support for sky brushes
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CHAIN_SURF_F2B (psurf, sky_chain);
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} else {
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texture_t *tex;
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if (!psurf->texinfo->texture->anim_total)
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tex = psurf->texinfo->texture;
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else
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tex = R_TextureAnimation (psurf);
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if (tex->gl_fb_texturenum > 0) {
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psurf->polys->fb_chain =
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fullbright_polys[tex->gl_fb_texturenum];
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fullbright_polys[tex->gl_fb_texturenum] = psurf->polys;
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}
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qfglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum);
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qfglColor4fv (color);
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R_RenderBrushPoly (psurf);
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qfglColor3ubv (color_white);
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}
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}
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}
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R_CalcAndBlendLightmaps ();
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if (gl_fb_bmodels->int_val)
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R_RenderFullbrights ();
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qfglPopMatrix ();
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}
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// WORLD MODEL ================================================================
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static void
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R_RecursiveWorldNode (mnode_t *node)
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{
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double dot;
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int c, side;
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mleaf_t *pleaf;
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mplane_t *plane;
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msurface_t *surf;
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if (node->contents == CONTENTS_SOLID)
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return;
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if (node->visframe != r_visframecount)
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return;
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if (R_CullBox (node->minmaxs, node->minmaxs + 3))
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return;
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// if a leaf node, draw stuff
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if (node->contents < 0) {
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pleaf = (mleaf_t *) node;
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// deal with model fragments in this leaf
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if (pleaf->efrags)
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R_StoreEfrags (&pleaf->efrags);
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return;
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}
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// node is just a decision point, so go down the appropriate sides
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// find which side of the node we are on
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plane = node->plane;
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if (plane->type < 3)
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dot = modelorg[plane->type] - plane->dist;
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else
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dot = DotProduct (modelorg, plane->normal) - plane->dist;
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side = dot < 0;
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// recurse down the children, front side first
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R_RecursiveWorldNode (node->children[side]);
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// sneaky hack for side = side ? SURF_PLANEBACK : 0;
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side = (~side + 1) & SURF_PLANEBACK;
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// draw stuff
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if ((c = node->numsurfaces)) {
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surf = r_worldentity.model->surfaces + node->firstsurface;
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for (; c; c--, surf++) {
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if (surf->visframe != r_visframecount)
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continue;
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// side is either 0 or SURF_PLANEBACK
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if (side ^ (surf->flags & SURF_PLANEBACK))
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continue; // wrong side
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if (surf->flags & SURF_DRAWTURB) {
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CHAIN_SURF_B2F (surf, waterchain);
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} else if (surf->flags & SURF_DRAWSKY) {
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CHAIN_SURF_F2B (surf, sky_chain);
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} else {
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texture_t *tex;
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if (!surf->texinfo->texture->anim_total)
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tex = surf->texinfo->texture;
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else
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tex = R_TextureAnimation (surf);
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if (tex->gl_fb_texturenum > 0) {
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surf->polys->fb_chain = fullbright_polys[tex->gl_fb_texturenum];
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fullbright_polys[tex->gl_fb_texturenum] = surf->polys;
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}
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CHAIN_SURF_F2B (surf, tex->texturechain);
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}
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}
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}
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// recurse down the back side
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R_RecursiveWorldNode (node->children[!side]);
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}
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void
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R_DrawWorld (void)
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{
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entity_t ent;
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memset (&ent, 0, sizeof (ent));
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ent.model = r_worldentity.model;
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VectorCopy (r_refdef.vieworg, modelorg);
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currententity = &ent;
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memset (lightmap_polys, 0, sizeof (lightmap_polys));
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memset (fullbright_polys, 0, sizeof (fullbright_polys));
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sky_chain = 0;
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sky_chain_tail = &sky_chain;
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if (!gl_sky_clip->int_val) {
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R_DrawSky ();
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}
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R_RecursiveWorldNode (r_worldentity.model->nodes);
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R_DrawSkyChain (sky_chain);
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DrawTextureChains ();
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R_CalcLightmaps ();
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R_BlendLightmaps ();
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if (gl_fb_bmodels->int_val)
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R_RenderFullbrights ();
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}
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void
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R_MarkLeaves (void)
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{
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byte solid[4096];
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byte *vis;
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int c;
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unsigned int i;
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mleaf_t *leaf;
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mnode_t *node;
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msurface_t **mark;
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if (r_oldviewleaf == r_viewleaf && !r_novis->int_val)
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return;
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r_visframecount++;
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r_oldviewleaf = r_viewleaf;
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|
if (r_novis->int_val) {
|
|
vis = solid;
|
|
memset (solid, 0xff, (r_worldentity.model->numleafs + 7) >> 3);
|
|
} else
|
|
vis = Mod_LeafPVS (r_viewleaf, r_worldentity.model);
|
|
|
|
for (i = 0; (int) i < r_worldentity.model->numleafs; i++) {
|
|
if (vis[i >> 3] & (1 << (i & 7))) {
|
|
leaf = &r_worldentity.model->leafs[i + 1];
|
|
if ((c = leaf->nummarksurfaces)) {
|
|
mark = leaf->firstmarksurface;
|
|
do {
|
|
(*mark)->visframe = r_visframecount;
|
|
mark++;
|
|
} while (--c);
|
|
}
|
|
node = (mnode_t *) leaf;
|
|
do {
|
|
if (node->visframe == r_visframecount)
|
|
break;
|
|
node->visframe = r_visframecount;
|
|
node = node->parent;
|
|
} while (node);
|
|
}
|
|
}
|
|
}
|
|
|
|
int nColinElim;
|
|
model_t *currentmodel;
|
|
mvertex_t *r_pcurrentvertbase;
|
|
|
|
void
|
|
BuildSurfaceDisplayList (msurface_t *fa)
|
|
{
|
|
float s, t;
|
|
float *vec;
|
|
int lindex, lnumverts, vertpage, i;
|
|
glpoly_t *poly;
|
|
medge_t *pedges, *r_pedge;
|
|
|
|
// reconstruct the polygon
|
|
pedges = currentmodel->edges;
|
|
lnumverts = fa->numedges;
|
|
vertpage = 0;
|
|
|
|
// draw texture
|
|
poly = Hunk_Alloc (sizeof (glpoly_t) + (lnumverts - 4) *
|
|
VERTEXSIZE * sizeof (float));
|
|
poly->next = fa->polys;
|
|
poly->flags = fa->flags;
|
|
fa->polys = poly;
|
|
poly->numverts = lnumverts;
|
|
|
|
for (i = 0; i < lnumverts; i++) {
|
|
lindex = currentmodel->surfedges[fa->firstedge + i];
|
|
|
|
if (lindex > 0) {
|
|
r_pedge = &pedges[lindex];
|
|
vec = r_pcurrentvertbase[r_pedge->v[0]].position;
|
|
} else {
|
|
r_pedge = &pedges[-lindex];
|
|
vec = r_pcurrentvertbase[r_pedge->v[1]].position;
|
|
}
|
|
s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
|
|
s /= fa->texinfo->texture->width;
|
|
|
|
t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
|
|
t /= fa->texinfo->texture->height;
|
|
|
|
VectorCopy (vec, poly->verts[i]);
|
|
poly->verts[i][3] = s;
|
|
poly->verts[i][4] = t;
|
|
|
|
// lightmap texture coordinates
|
|
s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
|
|
s -= fa->texturemins[0];
|
|
s += fa->light_s * 16;
|
|
s += 8;
|
|
s /= BLOCK_WIDTH * 16; // fa->texinfo->texture->width;
|
|
|
|
t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
|
|
t -= fa->texturemins[1];
|
|
t += fa->light_t * 16;
|
|
t += 8;
|
|
t /= BLOCK_HEIGHT * 16; // fa->texinfo->texture->height;
|
|
|
|
poly->verts[i][5] = s;
|
|
poly->verts[i][6] = t;
|
|
}
|
|
|
|
// remove co-linear points - Ed
|
|
if (!gl_keeptjunctions->int_val && !(fa->flags & SURF_UNDERWATER)) {
|
|
for (i = 0; i < lnumverts; ++i) {
|
|
vec3_t v1, v2;
|
|
float *prev, *this, *next;
|
|
|
|
prev = poly->verts[(i + lnumverts - 1) % lnumverts];
|
|
this = poly->verts[i];
|
|
next = poly->verts[(i + 1) % lnumverts];
|
|
|
|
VectorSubtract (this, prev, v1);
|
|
VectorNormalize (v1);
|
|
VectorSubtract (next, prev, v2);
|
|
VectorNormalize (v2);
|
|
|
|
// skip co-linear points
|
|
# define COLINEAR_EPSILON 0.001
|
|
if ((fabs (v1[0] - v2[0]) <= COLINEAR_EPSILON) &&
|
|
(fabs (v1[1] - v2[1]) <= COLINEAR_EPSILON) &&
|
|
(fabs (v1[2] - v2[2]) <= COLINEAR_EPSILON)) {
|
|
int j;
|
|
|
|
for (j = i + 1; j < lnumverts; ++j) {
|
|
int k;
|
|
|
|
for (k = 0; k < VERTEXSIZE; ++k)
|
|
poly->verts[j - 1][k] = poly->verts[j][k];
|
|
}
|
|
--lnumverts;
|
|
++nColinElim;
|
|
// retry next vertex next time, which is now current vertex
|
|
--i;
|
|
}
|
|
}
|
|
}
|
|
poly->numverts = lnumverts;
|
|
}
|