From: havoc Date: Tue, 29 Oct 2002 15:44:15 +0000 (+0000) Subject: * LordHavoc slaps self for having loadmodel->mempool references where he should have... X-Git-Tag: RELEASE_0_2_0_RC1~103 X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=commitdiff_plain;h=f97b717834c867e58e6c68fe30d9620fe81377fa * LordHavoc slaps self for having loadmodel->mempool references where he should have had r_shadow_mempool references git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@2581 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/r_shadow.c b/r_shadow.c index aa664707..9dd19f06 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -1227,12 +1227,12 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style maxverts = surf->poly_numverts; } } - e->shadowvolume = Mod_ShadowMesh_Begin(loadmodel->mempool, 32768); + e->shadowvolume = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768); #if !PRECOMPUTEDSHADOWVOLUMES // make a mesh to cast a shadow volume from for (j = 0;j < e->numsurfaces;j++) if (e->surfaces[j]->castshadow == castshadowcount) - Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, e->surfaces[j]->poly_numverts, e->surfaces[j]->poly_verts); + Mod_ShadowMesh_AddPolygon(r_shadow_mempool, e->shadowvolume, e->surfaces[j]->poly_numverts, e->surfaces[j]->poly_verts); #else #if 1 { @@ -1240,12 +1240,12 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style shadowmesh_t *castmesh, *mesh; surfmesh_t *surfmesh; // make a mesh to cast a shadow volume from - castmesh = Mod_ShadowMesh_Begin(loadmodel->mempool, 32768); + castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768); for (j = 0;j < e->numsurfaces;j++) if (e->surfaces[j]->castshadow == castshadowcount) for (surfmesh = e->surfaces[j]->mesh;surfmesh;surfmesh = surfmesh->chain) - Mod_ShadowMesh_AddMesh(loadmodel->mempool, castmesh, surfmesh->numverts, surfmesh->verts, surfmesh->numtriangles, surfmesh->index); - castmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, castmesh); + Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->numverts, surfmesh->verts, surfmesh->numtriangles, surfmesh->index); + castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh); // cast shadow volume from castmesh for (mesh = castmesh;mesh;mesh = mesh->next) @@ -1261,7 +1261,7 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style verts = NULL; } if (verts == NULL && maxverts > 0) - verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[4])); + verts = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[4])); // now that we have the buffers big enough, construct shadow volume mesh memcpy(verts, castmesh->verts, castmesh->numverts * sizeof(float[4])); @@ -1269,7 +1269,7 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style R_Shadow_MakeTriangleShadowFlags(castmesh->elements, verts, castmesh->numtriangles, trianglefacinglight, e->origin, e->lightradius); tris = R_Shadow_BuildShadowVolumeTriangles(castmesh->elements, castmesh->neighbors, castmesh->numtriangles, castmesh->numverts, trianglefacinglight, shadowelements); // add the constructed shadow volume mesh - Mod_ShadowMesh_AddMesh(loadmodel->mempool, e->shadowvolume, castmesh->numverts, verts, tris, shadowelements); + Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, castmesh->numverts, verts, tris, shadowelements); } // we're done with castmesh now Mod_ShadowMesh_Free(castmesh); @@ -1277,7 +1277,7 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style #else // make a shadow volume mesh if (verts == NULL && maxverts > 0) - verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[4])); + verts = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[4])); for (j = 0;j < e->numsurfaces;j++) { surf = e->surfaces[j]; @@ -1287,7 +1287,7 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style // copy the original polygon, for the front cap of the volume for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3) VectorCopy(v0, v1); - Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, surf->poly_numverts, verts); + Mod_ShadowMesh_AddPolygon(r_shadow_mempool, e->shadowvolume, surf->poly_numverts, verts); // project the original polygon, reversed, for the back cap of the volume for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3) { @@ -1295,7 +1295,7 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style //VectorNormalize(temp); VectorMA(v0, projectdistance, temp, v1); } - Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, surf->poly_numverts, verts); + Mod_ShadowMesh_AddPolygon(r_shadow_mempool, e->shadowvolume, surf->poly_numverts, verts); // project the shadow volume sides for (l = surf->poly_numverts - 1, k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;l = k, k++, v0 = v1, v1 += 3) { @@ -1333,13 +1333,13 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style } #endif - Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts); + Mod_ShadowMesh_AddPolygon(r_shadow_mempool, e->shadowvolume, 4, verts); } } } #endif #endif - e->shadowvolume = Mod_ShadowMesh_Finish(loadmodel->mempool, e->shadowvolume); + e->shadowvolume = Mod_ShadowMesh_Finish(r_shadow_mempool, e->shadowvolume); for (l = 0, mesh = e->shadowvolume;mesh;mesh = mesh->next) l += mesh->numtriangles; Con_Printf("static shadow volume built containing %i triangles\n", l);