Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

50 lines
1.2 KiB

//========= 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++;
}
}