float *av, *avn;
av = aliasvert;
avn = aliasvertnorm;
- VectorScaleQuick(fscale1, lerp1, scale1);
+ VectorScale(fscale1, lerp1, scale1);
if (lerp2)
{
- VectorScaleQuick(fscale2, lerp2, scale2);
+ VectorScale(fscale2, lerp2, scale2);
if (lerp3)
{
- VectorScaleQuick(fscale3, lerp3, scale3);
+ VectorScale(fscale3, lerp3, scale3);
if (lerp4)
{
- VectorScaleQuick(fscale4, lerp4, scale4);
+ VectorScale(fscale4, lerp4, scale4);
translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3 + translate4[0] * lerp4;
translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3 + translate4[1] * lerp4;
translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3 + translate4[2] * lerp4;
{
float lerp1, lerp2, lerp3, lerp4;
zymbonematrix *out, rootmatrix, m, *bone1, *bone2, *bone3, *bone4;
- lerp1 = 1 - lerp2;
out = zymbonepose;
AngleVectors(rootangles, rootmatrix.m[0], rootmatrix.m[1], rootmatrix.m[2]);
VectorScale(rootmatrix.m[0], rootscale, rootmatrix.m[0]);
}
}
-float ixtable[4096];
-
void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
{
int a, b, c, d;
float *out, v1[3], v2[3], normal[3];
int *u;
- if (!ixtable[1])
- {
- ixtable[0] = 0;
- for (a = 1;a < 4096;a++)
- ixtable[a] = 1.0f / a;
- }
// clear normals
memset(aliasvertnorm, 0, sizeof(float[3]) * vertcount);
memset(aliasvertusage, 0, sizeof(int) * vertcount);
VectorAdd (org, clmodel->mins, mins);
VectorAdd (org, clmodel->maxs, maxs);
- if (cull && R_VisibleCullBox (mins, maxs))
- return;
+// if (cull && R_CullBox (mins, maxs))
+// return;
c_models++;