ds->sampleSize = b->lightmapSampleSize;
ds->lightmapScale = b->lightmapScale;
ds->numVerts = w->numpoints;
- ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
- memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
+ ds->verts = safe_malloc0( ds->numVerts * sizeof( *ds->verts ) );
/* compute s/t coordinates from brush primitive texture matrix (compute axis base) */
ComputeAxisBase( mapplanes[ s->planenum ].normal, texX, texY );
VectorCopy( p->plane.normal, ds->lightmapVecs[ 2 ] );
ds->fogNum = -1;
ds->numVerts = w->numpoints;
- ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
- memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
+ ds->verts = safe_malloc0( ds->numVerts * sizeof( *ds->verts ) );
/* walk the winding */
for ( i = 0; i < ds->numVerts; i++ )
ds->shaderInfo = si;
ds->fogNum = -1;
ds->numVerts = 8;
- ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
- memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
+ ds->verts = safe_malloc0( ds->numVerts * sizeof( *ds->verts ) );
ds->numIndexes = 36;
- ds->indexes = safe_malloc( ds->numIndexes * sizeof( *ds->indexes ) );
- memset( ds->indexes, 0, ds->numIndexes * sizeof( *ds->indexes ) );
+ ds->indexes = safe_malloc0( ds->numIndexes * sizeof( *ds->indexes ) );
/* set verts */
VectorSet( ds->verts[ 0 ].xyz, fogMins[ 0 ], fogMins[ 1 ], fogMins[ 2 ] );