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Removed face-flipping code for md3 surfaces (no longer needed)
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1 changed files with 4 additions and 15 deletions
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@ -1211,22 +1211,11 @@ static void RB_SurfaceMesh(mdvSurface_t *surface) {
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Bob = tess.numIndexes;
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Bob = tess.numIndexes;
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Doug = tess.numVertexes;
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Doug = tess.numVertexes;
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if (backEnd.currentEntity->mirrored) {
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// Makro - this should be done differently, but since we're copying
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// indices in a loop anyway (see below), reversing them in the same loop
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// is practically free...
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for (j = 0 ; j < surface->numTriangles ; j++) {
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tess.indexes[Bob + j*3 + 0] = Doug + triangles[j].indexes[0];
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tess.indexes[Bob + j*3 + 1] = Doug + triangles[j].indexes[2];
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tess.indexes[Bob + j*3 + 2] = Doug + triangles[j].indexes[1];
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}
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} else {
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for (j = 0 ; j < surface->numTriangles ; j++) {
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for (j = 0 ; j < surface->numTriangles ; j++) {
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tess.indexes[Bob + j*3 + 0] = Doug + triangles[j].indexes[0];
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tess.indexes[Bob + j*3 + 0] = Doug + triangles[j].indexes[0];
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tess.indexes[Bob + j*3 + 1] = Doug + triangles[j].indexes[1];
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tess.indexes[Bob + j*3 + 1] = Doug + triangles[j].indexes[1];
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tess.indexes[Bob + j*3 + 2] = Doug + triangles[j].indexes[2];
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tess.indexes[Bob + j*3 + 2] = Doug + triangles[j].indexes[2];
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}
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}
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}
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tess.numIndexes += indexes;
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tess.numIndexes += indexes;
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texCoords = surface->st;
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texCoords = surface->st;
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