Vertices are in a different structure now

This commit is contained in:
cholleme 2004-02-08 09:51:02 +00:00
parent c960fd89f4
commit 07b04e8cdb

View file

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