Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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 ;i<numfaces ; i++ ) { f = &dfaces[i]; tex = &texinfo[f->texinfo];
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++; } }
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