- scene::Node* patch = Patch_AllocNode();
- aabb_t aabb;
- aabb_construct_for_vec3(&aabb, vMin, vMax);
-#if 0
- patch->m_patch->ConstructPrefab(&aabb, eBevel, 2); // 2 == XY view
-#endif
-
- GetWorldspawn()->m_traverse->insert(patch);
+ NodeSmartReference patch(GlobalPatchCreator().createPatch());
+ PatchControlMatrix matrix = GlobalPatchCreator().Patch_getControlPoints(patch);
+
+ GlobalPatchCreator().Patch_setShader(patch, "textures/common/caulk");
+ GlobalPatchCreator().Patch_resize(patch, 3, 3);
+
+ vec3_t x_3, y_3, z_3;
+ x_3[0] = vMin[0]; x_3[1] = vMin[0]; x_3[2] = vMax[0];
+ y_3[0] = vMin[1]; y_3[1] = vMax[1]; y_3[2] = vMax[1];
+ z_3[0] = vMin[2]; z_3[1] = (vMax[2] + vMin[2])/2; z_3[2] = vMax[2];
+
+/* x_3[0] = 0; x_3[1] = 0; x_3[2] = 64;
+ y_3[0] = 0; y_3[1] = 64; y_3[2] = 64;
+ z_3[0] = 0; z_3[1] = 32; z_3[2] = 64;*/
+
+ for(int i = 0; i < 3; i++)
+ {
+ for(int j = 0; j < 3; j++)
+ {
+ matrix(i, j).m_vertex[0] = x_3[i];
+ matrix(i, j).m_vertex[1] = y_3[i];
+ matrix(i, j).m_vertex[2] = z_3[j];
+ }
+ }
+
+ Node_getTraversable(GlobalRadiant().getMapWorldEntity())->insert(patch);