+ CrossProduct(up, forward, newright);
+ VectorNormalize(newright);
+#if 0
+ Debug_PolygonBegin(NULL, 0, false, 0);
+ Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
+ Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
+ Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
+ Debug_PolygonEnd();
+#endif
+#if 0
+ Debug_PolygonBegin(NULL, 0, false, 0);
+ Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
+ Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
+ Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
+ Debug_PolygonEnd();
+#endif
+ // rotate the quad around the up axis vector, this is made
+ // especially easy by the fact we know the quad is flat,
+ // so we only have to subtract the center position and
+ // measure distance along the right vector, and then
+ // multiply that by the newright vector and add back the
+ // center position
+ // we also need to subtract the old position to undo the
+ // displacement from the center, which we do with a
+ // DotProduct, the subtraction/addition of center is also
+ // optimized into DotProducts here
+ l = DotProduct(right, center);
+ for (i = 0;i < 4;i++)
+ {
+ v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
+ f = DotProduct(right, v1) - l;
+ VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
+ }
+ }
+ Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
+ Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
+ }
+ rsurface.vertex3f = rsurface.array_deformedvertex3f;
+ rsurface.vertex3f_bufferobject = 0;
+ rsurface.vertex3f_bufferoffset = 0;
+ rsurface.svector3f = rsurface.array_deformedsvector3f;
+ rsurface.svector3f_bufferobject = 0;
+ rsurface.svector3f_bufferoffset = 0;
+ rsurface.tvector3f = rsurface.array_deformedtvector3f;
+ rsurface.tvector3f_bufferobject = 0;
+ rsurface.tvector3f_bufferoffset = 0;
+ rsurface.normal3f = rsurface.array_deformednormal3f;
+ rsurface.normal3f_bufferobject = 0;
+ rsurface.normal3f_bufferoffset = 0;
+ break;
+ case Q3DEFORM_NORMAL:
+ // deform the normals to make reflections wavey
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (j = 0;j < surface->num_vertices;j++)
+ {
+ float vertex[3];
+ float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
+ VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
+ VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
+ normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
+ normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
+ normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
+ VectorNormalize(normal);