#define SURF_SHADOWCAST 0x1000 // this polygon can cast stencil shadows
#define SURF_SHADOWLIGHT 0x2000 // this polygon can be lit by stencil shadowing
#define SURF_WATERALPHA 0x4000 // this polygon's alpha is modulated by r_wateralpha
+#define SURF_SOLIDCLIP 0x8000 // this polygon blocks movement
#define SURFRENDER_OPAQUE 0
#define SURFRENDER_ALPHA 1
// type of rendering (SURFRENDER_ value)
int rendertype;
- // base texture without fullbrights, never NULL
- rtexture_t *texture;
- // fullbrights texture, NULL if no fullbrights used
- rtexture_t *glowtexture;
- // alpha texture (used for fogging), NULL if opaque
- rtexture_t *fogtexture;
- // detail texture (usually not used if transparent)
- rtexture_t *detailtexture;
- // normalmap for bumpmap shading
- rtexture_t *nmaptexture;
- // color filtering for glossy surfaces
- rtexture_t *glosstexture;
+ // loaded the same as model skins
+ skinframe_t skin;
// shader to use for this texture
Cshader_t *shader;
// avoid redundent addition of dlights
int lightframe;
+ // avoid multiple collision traces with a surface polygon
+ int colframe;
+
// these are just 3D points defining the outline of the polygon,
// no texcoord info (that can be generated from these)
int poly_numverts;
void Mod_LoadBrushModel (struct model_s *mod, void *buffer);
void Mod_BrushInit(void);
-void Mod_FindNonSolidLocation(vec3_t pos, struct model_s *mod);
+void Mod_FindNonSolidLocation(vec3_t in, vec3_t out, struct model_s *mod, vec_t radius);
mleaf_t *Mod_PointInLeaf (const float *p, struct model_s *model);
int Mod_PointContents (const float *p, struct model_s *model);
qbyte *Mod_LeafPVS (mleaf_t *leaf, struct model_s *model);