int objLastShaderNum = -1;
static void ConvertSurfaceToOBJ( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin )
{
- int i, v, face, a, b, c;
+ int i, v, a, b, c;
bspDrawVert_t *dv;
/* ignore patches for now */
fprintf(f, "usemtl lm_%04d\r\n", ds->lightmapNum[0] + deluxemap);
objLastShaderNum = ds->lightmapNum[0] + deluxemap;
}
- if(ds->lightmapNum[0] + deluxemap < firstLightmap)
+ if(ds->lightmapNum[0] + (int)deluxemap < firstLightmap)
{
Sys_Printf( "WARNING: lightmap %d out of range (exporting anyway)\n", ds->lightmapNum[0] + deluxemap );
firstLightmap = ds->lightmapNum[0] + deluxemap;
/* export faces */
for( i = 0; i < ds->numIndexes; i += 3 )
{
- face = (i / 3);
a = bspDrawIndexes[ i + ds->firstIndex ];
c = bspDrawIndexes[ i + ds->firstIndex + 1 ];
b = bspDrawIndexes[ i + ds->firstIndex + 2 ];
static void ConvertShaderToMTL( FILE *f, bspShader_t *shader, int shaderNum )
{
shaderInfo_t *si;
- char *c, filename[ 1024 ];
+ char filename[ 1024 ];
/* get shader */