]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/surface_foliage.c
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[xonotic/netradiant.git] / tools / quake3 / q3map2 / surface_foliage.c
index 5ea77390ee7d0628ff13921af99cd215c5ca992e..e7d5fe8b80f17bed6052d46358e85d56c57cb39f 100644 (file)
-/*\r
-Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
-For a list of contributors, see the accompanying CONTRIBUTORS file.\r
-\r
-This file is part of GtkRadiant.\r
-\r
-GtkRadiant is free software; you can redistribute it and/or modify\r
-it under the terms of the GNU General Public License as published by\r
-the Free Software Foundation; either version 2 of the License, or\r
-(at your option) any later version.\r
-\r
-GtkRadiant is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
-GNU General Public License for more details.\r
-\r
-You should have received a copy of the GNU General Public License\r
-along with GtkRadiant; if not, write to the Free Software\r
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA\r
-\r
-----------------------------------------------------------------------------------\r
-\r
-Foliage code for Wolfenstein: Enemy Territory by ydnar@splashdamage.com\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-\r
-\r
-/* marker */\r
-#define SURFACE_FOLIAGE_C\r
-\r
-\r
-\r
-/* dependencies */\r
-#include "q3map2.h"\r
-\r
-\r
-\r
-#define MAX_FOLIAGE_INSTANCES  8192\r
-\r
-static int                                             numFoliageInstances;\r
-static foliageInstance_t               foliageInstances[ MAX_FOLIAGE_INSTANCES ];\r
-\r
-\r
-\r
-/*\r
-SubdivideFoliageTriangle_r()\r
-recursively subdivides a triangle until the triangle is smaller than\r
-the desired density, then pseudo-randomly sets a point\r
-*/\r
-\r
-static void SubdivideFoliageTriangle_r( mapDrawSurface_t *ds, foliage_t *foliage, bspDrawVert_t **tri )\r
-{\r
-       bspDrawVert_t   mid, *tri2[ 3 ];\r
-       int                             max;\r
-       \r
-       \r
-       /* limit test */\r
-       if( numFoliageInstances >= MAX_FOLIAGE_INSTANCES )\r
-               return;\r
-       \r
-       /* plane test */\r
-       {\r
-               vec4_t          plane;\r
-               \r
-               \r
-               /* make a plane */\r
-               if( !PlaneFromPoints( plane, tri[ 0 ]->xyz, tri[ 1 ]->xyz, tri[ 2 ]->xyz ) )\r
-                       return;\r
-               \r
-               /* if normal is too far off vertical, then don't place an instance */\r
-               if( plane[ 2 ] < 0.5f )\r
-                       return;\r
-       }\r
-       \r
-       /* subdivide calc */\r
-       {\r
-               int                                     i;\r
-               float                           *a, *b, dx, dy, dz, dist, maxDist;\r
-               foliageInstance_t       *fi;\r
-               \r
-               \r
-               /* get instance */\r
-               fi = &foliageInstances[ numFoliageInstances ];\r
-               \r
-               /* find the longest edge and split it */\r
-               max = -1;\r
-               maxDist = 0.0f;\r
-               VectorClear( fi->xyz );\r
-               VectorClear( fi->normal );\r
-               for( i = 0; i < 3; i++ )\r
-               {\r
-                       /* get verts */\r
-                       a = tri[ i ]->xyz;\r
-                       b = tri[ (i + 1) % 3 ]->xyz;\r
-                       \r
-                       /* get dists */\r
-                       dx = a[ 0 ] - b[ 0 ];\r
-                       dy = a[ 1 ] - b[ 1 ];\r
-                       dz = a[ 2 ] - b[ 2 ];\r
-                       dist = (dx * dx) + (dy * dy) + (dz * dz);\r
-                       \r
-                       /* longer? */\r
-                       if( dist > maxDist )\r
-                       {\r
-                               maxDist = dist;\r
-                               max = i;\r
-                       }\r
-                       \r
-                       /* add to centroid */\r
-                       VectorAdd( fi->xyz, tri[ i ]->xyz, fi->xyz );\r
-                       VectorAdd( fi->normal, tri[ i ]->normal, fi->normal );\r
-               }\r
-               \r
-               /* is the triangle small enough? */\r
-               if( maxDist <= (foliage->density * foliage->density) )\r
-               {\r
-                       float   alpha, odds, r;\r
-                       \r
-                       \r
-                       /* get average alpha */\r
-                       if( foliage->inverseAlpha == 2 )\r
-                               alpha = 1.0f;\r
-                       else\r
-                       {\r
-                               alpha = ((float) tri[ 0 ]->color[ 0 ][ 3 ] + (float) tri[ 1 ]->color[ 0 ][ 3 ] + (float) tri[ 2 ]->color[ 0 ][ 3 ]) / 765.0f;\r
-                               if( foliage->inverseAlpha == 1 )\r
-                                       alpha = 1.0f - alpha;\r
-                               if( alpha < 0.75f )\r
-                                       return;\r
-                       }\r
-                       \r
-                       /* roll the dice */\r
-                       odds = foliage->odds * alpha;\r
-                       r = Random();\r
-                       if( r > odds )\r
-                               return;\r
-                       \r
-                       /* scale centroid */\r
-                       VectorScale( fi->xyz, 0.33333333f, fi->xyz );\r
-                       if( VectorNormalize( fi->normal, fi->normal ) == 0.0f )\r
-                               return;\r
-                       \r
-                       /* add to count and return */\r
-                       numFoliageInstances++;\r
-                       return;\r
-               }\r
-       }\r
-       \r
-       /* split the longest edge and map it */\r
-       LerpDrawVert( tri[ max ], tri[ (max + 1) % 3 ], &mid );\r
-       \r
-       /* recurse to first triangle */\r
-       VectorCopy( tri, tri2 );\r
-       tri2[ max ] = &mid;\r
-       SubdivideFoliageTriangle_r( ds, foliage, tri2 );\r
-       \r
-       /* recurse to second triangle */\r
-       VectorCopy( tri, tri2 );\r
-       tri2[ (max + 1) % 3 ] = &mid;\r
-       SubdivideFoliageTriangle_r( ds, foliage, tri2 );\r
-}\r
-\r
-\r
-\r
-/*\r
-GenFoliage()\r
-generates a foliage file for a bsp\r
-*/\r
-\r
-void Foliage( mapDrawSurface_t *src )\r
-{\r
-       int                                     i, j, k, x, y, pw[ 5 ], r, oldNumMapDrawSurfs;\r
-       mapDrawSurface_t        *ds;\r
-       shaderInfo_t            *si;\r
-       foliage_t                       *foliage;\r
-       mesh_t                          srcMesh, *subdivided, *mesh;\r
-       bspDrawVert_t           *verts, *dv[ 3 ], *fi;\r
-       vec3_t                          scale;\r
-       m4x4_t                          transform;\r
-       \r
-       \r
-       /* get shader */\r
-       si = src->shaderInfo;\r
-       if( si == NULL || si->foliage == NULL )\r
-               return;\r
-       \r
-       /* do every foliage */\r
-       for( foliage = si->foliage; foliage != NULL; foliage = foliage->next )\r
-       {\r
-               /* zero out */\r
-               numFoliageInstances = 0;\r
-               \r
-               /* map the surface onto the lightmap origin/cluster/normal buffers */\r
-               switch( src->type )\r
-               {\r
-                       case SURFACE_META:\r
-                       case SURFACE_FORCED_META:\r
-                       case SURFACE_TRIANGLES:\r
-                               /* get verts */\r
-                               verts = src->verts;\r
-                               \r
-                               /* map the triangles */\r
-                               for( i = 0; i < src->numIndexes; i += 3 )\r
-                               {\r
-                                       dv[ 0 ] = &verts[ src->indexes[ i ] ];\r
-                                       dv[ 1 ] = &verts[ src->indexes[ i + 1 ] ];\r
-                                       dv[ 2 ] = &verts[ src->indexes[ i + 2 ] ];\r
-                                       SubdivideFoliageTriangle_r( src, foliage, dv );\r
-                               }\r
-                               break;\r
-                       \r
-                       case SURFACE_PATCH:\r
-                               /* make a mesh from the drawsurf */ \r
-                               srcMesh.width = src->patchWidth;\r
-                               srcMesh.height = src->patchHeight;\r
-                               srcMesh.verts = src->verts;\r
-                               subdivided = SubdivideMesh( srcMesh, 8, 512 );\r
-                               \r
-                               /* fit it to the curve and remove colinear verts on rows/columns */\r
-                               PutMeshOnCurve( *subdivided );\r
-                               mesh = RemoveLinearMeshColumnsRows( subdivided );\r
-                               FreeMesh( subdivided );\r
-                               \r
-                               /* get verts */\r
-                               verts = mesh->verts;\r
-                               \r
-                               /* map the mesh quads */\r
-                               for( y = 0; y < (mesh->height - 1); y++ )\r
-                               {\r
-                                       for( x = 0; x < (mesh->width - 1); x++ )\r
-                                       {\r
-                                               /* set indexes */\r
-                                               pw[ 0 ] = x + (y * mesh->width);\r
-                                               pw[ 1 ] = x + ((y + 1) * mesh->width);\r
-                                               pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);\r
-                                               pw[ 3 ] = x + 1 + (y * mesh->width);\r
-                                               pw[ 4 ] = x + (y * mesh->width);        /* same as pw[ 0 ] */\r
-                                               \r
-                                               /* set radix */\r
-                                               r = (x + y) & 1;\r
-                                               \r
-                                               /* get drawverts and map first triangle */\r
-                                               dv[ 0 ] = &verts[ pw[ r + 0 ] ];\r
-                                               dv[ 1 ] = &verts[ pw[ r + 1 ] ];\r
-                                               dv[ 2 ] = &verts[ pw[ r + 2 ] ];\r
-                                               SubdivideFoliageTriangle_r( src, foliage, dv );\r
-                                               \r
-                                               /* get drawverts and map second triangle */\r
-                                               dv[ 0 ] = &verts[ pw[ r + 0 ] ];\r
-                                               dv[ 1 ] = &verts[ pw[ r + 2 ] ];\r
-                                               dv[ 2 ] = &verts[ pw[ r + 3 ] ];\r
-                                               SubdivideFoliageTriangle_r( src, foliage, dv );\r
-                                       }\r
-                               }\r
-                               \r
-                               /* free the mesh */\r
-                               FreeMesh( mesh );\r
-                               break;\r
-                       \r
-                       default:\r
-                               break;\r
-               }\r
-               \r
-               /* any origins? */\r
-               if( numFoliageInstances < 1 )\r
-                       continue;\r
-               \r
-               /* remember surface count */\r
-               oldNumMapDrawSurfs = numMapDrawSurfs;\r
-               \r
-               /* set transform matrix */\r
-               VectorSet( scale, foliage->scale, foliage->scale, foliage->scale );\r
-               m4x4_scale_for_vec3( transform, scale );\r
-               \r
-               /* add the model to the bsp */\r
-               InsertModel( foliage->model, 0, transform, NULL, NULL, src->entityNum, src->castShadows, src->recvShadows, 0, src->lightmapScale );\r
-               \r
-               /* walk each new surface */\r
-               for( i = oldNumMapDrawSurfs; i < numMapDrawSurfs; i++ )\r
-               {\r
-                       /* get surface */\r
-                       ds = &mapDrawSurfs[ i ];\r
-                       \r
-                       /* set up */\r
-                       ds->type = SURFACE_FOLIAGE;\r
-                       ds->numFoliageInstances = numFoliageInstances;\r
-                       \r
-                       /* a wee hack */\r
-                       ds->patchWidth = ds->numFoliageInstances;\r
-                       ds->patchHeight = ds->numVerts;\r
-                       \r
-                       /* set fog to be same as source surface */\r
-                       ds->fogNum = src->fogNum;\r
-                       \r
-                       /* add a drawvert for every instance */\r
-                       verts = safe_malloc( (ds->numVerts + ds->numFoliageInstances) * sizeof( *verts ) );\r
-                       memset( verts, 0, (ds->numVerts + ds->numFoliageInstances) * sizeof( *verts ) );\r
-                       memcpy( verts, ds->verts, ds->numVerts * sizeof( *verts ) );\r
-                       free( ds->verts );\r
-                       ds->verts = verts;\r
-                       \r
-                       /* copy the verts */\r
-                       for( j = 0; j < ds->numFoliageInstances; j++ )\r
-                       {\r
-                               /* get vert (foliage instance) */\r
-                               fi = &ds->verts[ ds->numVerts + j ];\r
-\r
-                               /* copy xyz and normal */\r
-                               VectorCopy( foliageInstances[ j ].xyz, fi->xyz );\r
-                               VectorCopy( foliageInstances[ j ].normal, fi->normal );\r
-\r
-                               /* ydnar: set color */\r
-                               for( k = 0; k < MAX_LIGHTMAPS; k++ )\r
-                               {\r
-                                       fi->color[ k ][ 0 ] = 255;\r
-                                       fi->color[ k ][ 1 ] = 255;\r
-                                       fi->color[ k ][ 2 ] = 255;\r
-                                       fi->color[ k ][ 3 ] = 255;\r
-                               }\r
-                       }\r
-                       \r
-                       /* increment */\r
-                       ds->numVerts += ds->numFoliageInstances;\r
-               }\r
-       }\r
-}\r
+/*
+Copyright (C) 1999-2007 id Software, Inc. and contributors.
+For a list of contributors, see the accompanying CONTRIBUTORS file.
+
+This file is part of GtkRadiant.
+
+GtkRadiant is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+GtkRadiant is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with GtkRadiant; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+----------------------------------------------------------------------------------
+
+Foliage code for Wolfenstein: Enemy Territory by ydnar@splashdamage.com
+
+------------------------------------------------------------------------------- */
+
+
+
+/* marker */
+#define SURFACE_FOLIAGE_C
+
+
+
+/* dependencies */
+#include "q3map2.h"
+
+
+
+#define MAX_FOLIAGE_INSTANCES  8192
+
+static int                                             numFoliageInstances;
+static foliageInstance_t               foliageInstances[ MAX_FOLIAGE_INSTANCES ];
+
+
+
+/*
+SubdivideFoliageTriangle_r()
+recursively subdivides a triangle until the triangle is smaller than
+the desired density, then pseudo-randomly sets a point
+*/
+
+static void SubdivideFoliageTriangle_r( mapDrawSurface_t *ds, foliage_t *foliage, bspDrawVert_t **tri )
+{
+       bspDrawVert_t   mid, *tri2[ 3 ];
+       int                             max;
+       
+       
+       /* limit test */
+       if( numFoliageInstances >= MAX_FOLIAGE_INSTANCES )
+               return;
+       
+       /* plane test */
+       {
+               vec4_t          plane;
+               
+               
+               /* make a plane */
+               if( !PlaneFromPoints( plane, tri[ 0 ]->xyz, tri[ 1 ]->xyz, tri[ 2 ]->xyz ) )
+                       return;
+               
+               /* if normal is too far off vertical, then don't place an instance */
+               if( plane[ 2 ] < 0.5f )
+                       return;
+       }
+       
+       /* subdivide calc */
+       {
+               int                                     i;
+               float                           *a, *b, dx, dy, dz, dist, maxDist;
+               foliageInstance_t       *fi;
+               
+               
+               /* get instance */
+               fi = &foliageInstances[ numFoliageInstances ];
+               
+               /* find the longest edge and split it */
+               max = -1;
+               maxDist = 0.0f;
+               VectorClear( fi->xyz );
+               VectorClear( fi->normal );
+               for( i = 0; i < 3; i++ )
+               {
+                       /* get verts */
+                       a = tri[ i ]->xyz;
+                       b = tri[ (i + 1) % 3 ]->xyz;
+                       
+                       /* get dists */
+                       dx = a[ 0 ] - b[ 0 ];
+                       dy = a[ 1 ] - b[ 1 ];
+                       dz = a[ 2 ] - b[ 2 ];
+                       dist = (dx * dx) + (dy * dy) + (dz * dz);
+                       
+                       /* longer? */
+                       if( dist > maxDist )
+                       {
+                               maxDist = dist;
+                               max = i;
+                       }
+                       
+                       /* add to centroid */
+                       VectorAdd( fi->xyz, tri[ i ]->xyz, fi->xyz );
+                       VectorAdd( fi->normal, tri[ i ]->normal, fi->normal );
+               }
+               
+               /* is the triangle small enough? */
+               if( maxDist <= (foliage->density * foliage->density) )
+               {
+                       float   alpha, odds, r;
+                       
+                       
+                       /* get average alpha */
+                       if( foliage->inverseAlpha == 2 )
+                               alpha = 1.0f;
+                       else
+                       {
+                               alpha = ((float) tri[ 0 ]->color[ 0 ][ 3 ] + (float) tri[ 1 ]->color[ 0 ][ 3 ] + (float) tri[ 2 ]->color[ 0 ][ 3 ]) / 765.0f;
+                               if( foliage->inverseAlpha == 1 )
+                                       alpha = 1.0f - alpha;
+                               if( alpha < 0.75f )
+                                       return;
+                       }
+                       
+                       /* roll the dice */
+                       odds = foliage->odds * alpha;
+                       r = Random();
+                       if( r > odds )
+                               return;
+                       
+                       /* scale centroid */
+                       VectorScale( fi->xyz, 0.33333333f, fi->xyz );
+                       if( VectorNormalize( fi->normal, fi->normal ) == 0.0f )
+                               return;
+                       
+                       /* add to count and return */
+                       numFoliageInstances++;
+                       return;
+               }
+       }
+       
+       /* split the longest edge and map it */
+       LerpDrawVert( tri[ max ], tri[ (max + 1) % 3 ], &mid );
+       
+       /* recurse to first triangle */
+       VectorCopy( tri, tri2 );
+       tri2[ max ] = &mid;
+       SubdivideFoliageTriangle_r( ds, foliage, tri2 );
+       
+       /* recurse to second triangle */
+       VectorCopy( tri, tri2 );
+       tri2[ (max + 1) % 3 ] = &mid;
+       SubdivideFoliageTriangle_r( ds, foliage, tri2 );
+}
+
+
+
+/*
+GenFoliage()
+generates a foliage file for a bsp
+*/
+
+void Foliage( mapDrawSurface_t *src )
+{
+       int                                     i, j, k, x, y, pw[ 5 ], r, oldNumMapDrawSurfs;
+       mapDrawSurface_t        *ds;
+       shaderInfo_t            *si;
+       foliage_t                       *foliage;
+       mesh_t                          srcMesh, *subdivided, *mesh;
+       bspDrawVert_t           *verts, *dv[ 3 ], *fi;
+       vec3_t                          scale;
+       m4x4_t                          transform;
+       
+       
+       /* get shader */
+       si = src->shaderInfo;
+       if( si == NULL || si->foliage == NULL )
+               return;
+       
+       /* do every foliage */
+       for( foliage = si->foliage; foliage != NULL; foliage = foliage->next )
+       {
+               /* zero out */
+               numFoliageInstances = 0;
+               
+               /* map the surface onto the lightmap origin/cluster/normal buffers */
+               switch( src->type )
+               {
+                       case SURFACE_META:
+                       case SURFACE_FORCED_META:
+                       case SURFACE_TRIANGLES:
+                               /* get verts */
+                               verts = src->verts;
+                               
+                               /* map the triangles */
+                               for( i = 0; i < src->numIndexes; i += 3 )
+                               {
+                                       dv[ 0 ] = &verts[ src->indexes[ i ] ];
+                                       dv[ 1 ] = &verts[ src->indexes[ i + 1 ] ];
+                                       dv[ 2 ] = &verts[ src->indexes[ i + 2 ] ];
+                                       SubdivideFoliageTriangle_r( src, foliage, dv );
+                               }
+                               break;
+                       
+                       case SURFACE_PATCH:
+                               /* make a mesh from the drawsurf */ 
+                               srcMesh.width = src->patchWidth;
+                               srcMesh.height = src->patchHeight;
+                               srcMesh.verts = src->verts;
+                               subdivided = SubdivideMesh( srcMesh, 8, 512 );
+                               
+                               /* fit it to the curve and remove colinear verts on rows/columns */
+                               PutMeshOnCurve( *subdivided );
+                               mesh = RemoveLinearMeshColumnsRows( subdivided );
+                               FreeMesh( subdivided );
+                               
+                               /* get verts */
+                               verts = mesh->verts;
+                               
+                               /* map the mesh quads */
+                               for( y = 0; y < (mesh->height - 1); y++ )
+                               {
+                                       for( x = 0; x < (mesh->width - 1); x++ )
+                                       {
+                                               /* set indexes */
+                                               pw[ 0 ] = x + (y * mesh->width);
+                                               pw[ 1 ] = x + ((y + 1) * mesh->width);
+                                               pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
+                                               pw[ 3 ] = x + 1 + (y * mesh->width);
+                                               pw[ 4 ] = x + (y * mesh->width);        /* same as pw[ 0 ] */
+                                               
+                                               /* set radix */
+                                               r = (x + y) & 1;
+                                               
+                                               /* get drawverts and map first triangle */
+                                               dv[ 0 ] = &verts[ pw[ r + 0 ] ];
+                                               dv[ 1 ] = &verts[ pw[ r + 1 ] ];
+                                               dv[ 2 ] = &verts[ pw[ r + 2 ] ];
+                                               SubdivideFoliageTriangle_r( src, foliage, dv );
+                                               
+                                               /* get drawverts and map second triangle */
+                                               dv[ 0 ] = &verts[ pw[ r + 0 ] ];
+                                               dv[ 1 ] = &verts[ pw[ r + 2 ] ];
+                                               dv[ 2 ] = &verts[ pw[ r + 3 ] ];
+                                               SubdivideFoliageTriangle_r( src, foliage, dv );
+                                       }
+                               }
+                               
+                               /* free the mesh */
+                               FreeMesh( mesh );
+                               break;
+                       
+                       default:
+                               break;
+               }
+               
+               /* any origins? */
+               if( numFoliageInstances < 1 )
+                       continue;
+               
+               /* remember surface count */
+               oldNumMapDrawSurfs = numMapDrawSurfs;
+               
+               /* set transform matrix */
+               VectorSet( scale, foliage->scale, foliage->scale, foliage->scale );
+               m4x4_scale_for_vec3( transform, scale );
+               
+               /* add the model to the bsp */
+               InsertModel( foliage->model, 0, transform, NULL, NULL, src->entityNum, src->castShadows, src->recvShadows, 0, src->lightmapScale );
+               
+               /* walk each new surface */
+               for( i = oldNumMapDrawSurfs; i < numMapDrawSurfs; i++ )
+               {
+                       /* get surface */
+                       ds = &mapDrawSurfs[ i ];
+                       
+                       /* set up */
+                       ds->type = SURFACE_FOLIAGE;
+                       ds->numFoliageInstances = numFoliageInstances;
+                       
+                       /* a wee hack */
+                       ds->patchWidth = ds->numFoliageInstances;
+                       ds->patchHeight = ds->numVerts;
+                       
+                       /* set fog to be same as source surface */
+                       ds->fogNum = src->fogNum;
+                       
+                       /* add a drawvert for every instance */
+                       verts = safe_malloc( (ds->numVerts + ds->numFoliageInstances) * sizeof( *verts ) );
+                       memset( verts, 0, (ds->numVerts + ds->numFoliageInstances) * sizeof( *verts ) );
+                       memcpy( verts, ds->verts, ds->numVerts * sizeof( *verts ) );
+                       free( ds->verts );
+                       ds->verts = verts;
+                       
+                       /* copy the verts */
+                       for( j = 0; j < ds->numFoliageInstances; j++ )
+                       {
+                               /* get vert (foliage instance) */
+                               fi = &ds->verts[ ds->numVerts + j ];
+
+                               /* copy xyz and normal */
+                               VectorCopy( foliageInstances[ j ].xyz, fi->xyz );
+                               VectorCopy( foliageInstances[ j ].normal, fi->normal );
+
+                               /* ydnar: set color */
+                               for( k = 0; k < MAX_LIGHTMAPS; k++ )
+                               {
+                                       fi->color[ k ][ 0 ] = 255;
+                                       fi->color[ k ][ 1 ] = 255;
+                                       fi->color[ k ][ 2 ] = 255;
+                                       fi->color[ k ][ 3 ] = 255;
+                               }
+                       }
+                       
+                       /* increment */
+                       ds->numVerts += ds->numFoliageInstances;
+               }
+       }
+}