//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #include "bsplib.h" #include "vbsp.h" void SaveVertexNormals( void ) { int i, j; dface_t *f; texinfo_t *tex; g_numvertnormalindices = 0; g_numvertnormals = 0; for( i = 0 ;itexinfo]; for( j = 0; j < f->numedges; j++ ) { if( g_numvertnormalindices == MAX_MAP_VERTNORMALINDICES ) { Error( "g_numvertnormalindices == MAX_MAP_VERTNORMALINDICES (%d)", MAX_MAP_VERTNORMALINDICES ); } g_vertnormalindices[g_numvertnormalindices] = g_numvertnormals; g_numvertnormalindices++; } // Add this face plane's normal. // Note: this doesn't do an exhaustive vertex normal match because the vrad does it. // The result is that a little extra memory is wasted coming out of vbsp, but it // goes away after vrad. if( g_numvertnormals == MAX_MAP_VERTNORMALS ) { Error( "g_numvertnormals == MAX_MAP_VERTNORMALS (%d)", MAX_MAP_VERTNORMALS ); } g_vertnormals[g_numvertnormals] = dplanes[f->planenum].normal; g_numvertnormals++; } }