}
// warning: this is an expensive function!
-void Mod_BuildNormals(int numverts, int numtriangles, const float *vertex3f, const int *elements, float *normal3f)
+void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f)
{
int i, tnum;
float normal[3], *v;
const int *e;
// clear the vectors
- memset(normal3f, 0, numverts * sizeof(float[3]));
+ memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
// process each vertex of each triangle and accumulate the results
for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
{
}
// now we could divide the vectors by the number of averaged values on
// each vertex... but instead normalize them
- for (i = 0, v = normal3f;i < numverts;i++, v += 3)
+ for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
VectorNormalize(v);
}
}
// warning: this is a very expensive function!
-void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
+void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
{
int i, tnum;
float sdir[3], tdir[3], normal[3], *v;
const int *e;
// clear the vectors
if (svector3f)
- memset(svector3f, 0, numverts * sizeof(float[3]));
+ memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
if (tvector3f)
- memset(tvector3f, 0, numverts * sizeof(float[3]));
+ memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
if (normal3f)
- memset(normal3f, 0, numverts * sizeof(float[3]));
+ memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
// process each vertex of each triangle and accumulate the results
for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
{
// each vertex... but instead normalize them
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
if (svector3f)
- for (i = 0, v = svector3f;i < numverts;i++, v += 3)
+ for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
VectorNormalize(v);
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
if (tvector3f)
- for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
+ for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
VectorNormalize(v);
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
if (normal3f)
- for (i = 0, v = normal3f;i < numverts;i++, v += 3)
+ for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
VectorNormalize(v);
}
{
surfmesh_t *mesh;
qbyte *data;
- mesh = Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (detailtexcoords ? 2 : 0) + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int));
+ mesh = Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (detailtexcoords ? 2 : 0) + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + 3 + (neighbors ? 3 : 0)) * sizeof(int));
mesh->num_vertices = numvertices;
mesh->num_triangles = numtriangles;
data = (qbyte *)(mesh + 1);
}
if (mesh->num_triangles)
{
+ mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
if (neighbors)
mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;