Vertices are in a different structure now
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07b04e8cdb
1 changed files with 3 additions and 3 deletions
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@ -261,7 +261,7 @@ void R_CalcBrushVolumeVerts(entity_t *e, brushlightinstant_t *ins) {
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for (j=0 ; j<surf->numedges ; j++)
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{
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//v2 = (vec3_t *)&poly->verts[j];
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v2 = (vec3_t *)(&globalVertexTable[poly->firstvertex+j]);
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v2 = (vec3_t *)(&cl.worldmodel->userVerts[poly->firstvertex+j]);
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VectorSubtract ( (*v2) ,ins->lightpos, v1);
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scale = Length (v1);
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@ -347,7 +347,7 @@ void R_CalcBrushAttenCoords(entity_t *e, brushlightinstant_t *ins) {
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usedcolorscales++;
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//we could probably do this in hardware, with a vertex program!
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v = (float *)(&globalVertexTable[poly->firstvertex]);
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v = (float *)(&cl.worldmodel->userVerts[poly->firstvertex]);
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//v = poly->verts[0];
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for (j=0 ; j<poly->numverts ; j++, v+= VERTEXSIZE)
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{
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@ -382,7 +382,7 @@ void R_SetupBrushLightHAV(entity_t *ent, brushlightinstant_t *ins)
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poly = psurf->polys;
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//v = poly->verts[0];
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v = (float *)(&globalVertexTable[poly->firstvertex]);
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v = (float *)(&cl.worldmodel->userVerts[poly->firstvertex]);
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for (j=0 ; j<poly->numverts ; j++, v+= VERTEXSIZE)
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{
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