msurface_t **pvstexturechainsbuffer;
int *pvstexturechainslength;
+ // lightmap update chains for light styles
+ int light_styles;
+ qbyte *light_style;
+ int *light_stylevalue;
+ msurface_t ***light_styleupdatechains;
+ msurface_t **light_styleupdatechainsbuffer;
+ int light_scalebit;
+ float light_ambient;
// skin animation info
animscene_t *skinscenes; // [numskins]
animscene_t *animscenes; // [numframes]
- // Q1 and Q2 models are the same after loading
- int *mdlmd2data_indices;
- float *mdlmd2data_texcoords;
- md2frame_t *mdlmd2data_frames;
- trivertx_t *mdlmd2data_pose;
- int *mdlmd2data_triangleneighbors;
+ // mdl/md2/md3 models are the same after loading
+ int aliasnum_meshes;
+ aliasmesh_t *aliasdata_meshes;
// for Zymotic models
int zymnum_verts;
extern model_t *loadmodel;
extern char loadname[32]; // for hunk tags
-int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end);
+int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore);
void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline);
void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals);