*/
+#ifndef MODEL_BRUSH_H
+#define MODEL_BRUSH_H
+
/*
==============================================================================
#define SURF_PLANEBACK 2
#define SURF_DRAWSKY 4
-//#define SURF_DRAWSPRITE 8
#define SURF_DRAWTURB 0x10
#define SURF_LIGHTMAP 0x20
-//#define SURF_DRAWBACKGROUND 0x40
-//#define SURF_UNDERWATER 0x80
#define SURF_DRAWNOALPHA 0x100
#define SURF_DRAWFULLBRIGHT 0x200
#define SURF_LIGHTBOTHSIDES 0x400
// LordHavoc: replaces glpoly, triangle mesh
typedef struct surfmesh_s
{
+ // can be multiple meshs per surface
+ struct surfmesh_s *chain;
int numverts;
int numtriangles;
surfvertex_t *vertex;
// the stride when building lightmaps to comply with fragment update
int lightmaptexturestride;
// mesh for rendering
- surfmesh_t mesh;
+ surfmesh_t *mesh;
// these are just 3D points defining the outline of the polygon,
// no texcoord info (that can be generated from these)
int lastclipnode;
vec3_t clip_mins;
vec3_t clip_maxs;
+ vec3_t clip_size;
}
hull_t;
}
mportal_t;
+typedef struct mlight_s
+{
+ vec3_t origin;
+ float falloff;
+ vec3_t light;
+ float subtract;
+ vec3_t spotdir;
+ float spotcone; // cosine of spotlight cone angle (or 0 if not a spotlight)
+ float distbias;
+ int style;
+ int numleafs; // used only for loading calculations, number of leafs this shines on
+}
+mlight_t;
+
extern rtexture_t *r_notexture;
extern texture_t r_notexture_mip;
void Mod_LoadBrushModel (struct model_s *mod, void *buffer);
void Mod_BrushInit(void);
void Mod_FindNonSolidLocation(vec3_t pos, struct model_s *mod);
+
+#endif
+