remove redundant code and a fair amount of references to quake
parent
8df34b4c3f
commit
39ceff0005
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@ -145,7 +145,7 @@ bool BGM_Init(void)
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switch(wanted_handlers[i].player)
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{
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case BGM_MIDIDRV:
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/* not supported in quake */
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/* not supported */
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break;
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case BGM_STREAMER:
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wanted_handlers[i].is_available =
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@ -205,7 +205,7 @@ static void BGM_Play_noext(const char *filename, uint32_t allowed_types)
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switch(handler->player)
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{
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case BGM_MIDIDRV:
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/* not supported in quake */
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/* not supported */
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break;
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case BGM_STREAMER:
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bgmstream = S_CodecOpenStreamType(tmp, handler->type);
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@ -263,7 +263,7 @@ void BGM_Play(const char *filename)
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switch(handler->player)
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{
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case BGM_MIDIDRV:
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/* not supported in quake */
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/* not supported */
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break;
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case BGM_STREAMER:
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bgmstream = S_CodecOpenStreamType(tmp, handler->type);
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@ -216,8 +216,8 @@ Cmd_StuffCmds_f -- johnfitz -- rewritten to read the "cmdline" cvar, for use wit
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Adds command line parameters as script statements
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Commands lead with a +, and continue until a - or another +
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quake +prog jctest.qp +cmd amlev1
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quake -nosound +cmd amlev1
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<program name> +prog jctest.qp +cmd amlev1
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<program name> -nosound +cmd amlev1
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===============
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*/
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void Cmd_StuffCmds_f(void)
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@ -47,26 +47,26 @@ bool standard_quake = true, rogue, hipnotic;
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/*
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All of Quake's data access is through a hierchal file system, but the contents
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of the file system can be transparently merged from several sources.
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All of our data access is through a hierchal file system, but the contents of
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the file system can be transparently merged from several sources.
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The "base directory" is the path to the directory holding the quake.exe and all
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game directories. The sys_* files pass this to host_init in quakeparms_t->basedir.
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This can be overridden with the "-basedir" command line parm to allow code
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debugging in a different directory. The base directory is only used during
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filesystem initialization.
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The "base directory" is the path to the directory holding the executable and
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all game directories. The sys_* files pass this to host_init in
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quakeparms_t->basedir. This can be overridden with the "-basedir" command line
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parm to allow code debugging in a different directory. The base directory is
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only used during filesystem initialization.
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The "game directory" is the first tree on the search path and directory that all
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generated files (savegames, screenshots, demos, config files) will be saved to.
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This can be overridden with the "-game" command line parameter. The game
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directory can never be changed while quake is executing. This is a precacution
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against having a malicious server instruct clients to write files over areas they
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shouldn't.
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The "game directory" is the first tree on the search path and directory that
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all generated files (savegames, screenshots, demos, config files) will be saved
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to. This can be overridden with the "-game" command line parameter. The game
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directory can never be changed while the game is executing. This is a
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precacution against having a malicious server instruct clients to write files
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over areas they shouldn't.
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The "cache directory" is only used during development to save network bandwidth,
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especially over ISDN / T1 lines. If there is a cache directory specified, when
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a file is found by the normal search path, it will be mirrored into the cache
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directory, then opened there.
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The "cache directory" is only used during development to save network
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bandwidth, especially over ISDN / T1 lines. If there is a cache directory
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specified, when a file is found by the normal search path, it will be mirrored
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into the cache directory, then opened there.
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*/
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@ -1369,7 +1369,7 @@ char *va(const char *format, ...)
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/*
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=============================================================================
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QUAKE FILESYSTEM
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FILESYSTEM
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=============================================================================
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*/
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@ -1598,7 +1598,7 @@ static int32_t COM_FindFile(const char *filename, int32_t *handle, FILE **file,
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===========
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COM_FileExists
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Returns whether the file is found in the quake filesystem.
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Returns whether the file is found in the filesystem.
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===========
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*/
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bool COM_FileExists(const char *filename, uint32_t *path_id)
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@ -1657,7 +1657,7 @@ void COM_CloseFile(int32_t h)
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============
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COM_LoadFile
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Filename are reletive to the quake directory.
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Filename are reletive to the executable directory.
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Allways appends a 0 byte.
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============
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*/
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@ -2206,7 +2206,7 @@ size_t FS_fread(void *ptr, size_t size, size_t nmemb, fshandle_t *fh)
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int32_t FS_fseek(fshandle_t *fh, long offset, int32_t whence)
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{
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/* I don't care about 64 bit off_t or fseeko() here.
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* the quake/hexen2 file system is 32 bits, anyway. */
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* the file system is 32 bits, anyway. */
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int32_t ret;
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if(!fh)
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@ -279,9 +279,7 @@ int32_t FS_fgetc(fshandle_t *fh);
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char *FS_fgets(char *s, int32_t size, fshandle_t *fh);
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long FS_filelength(fshandle_t *fh);
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extern bool standard_quake, rogue, hipnotic;
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/* if true, run in fitzquake mode disabling custom quakespasm hacks */
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extern bool standard_quake, rogue, hipnotic;
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struct cvar_s;
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@ -146,7 +146,7 @@ static void Con_Clear_f(void)
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/*
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================
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Con_Dump_f -- johnfitz -- adapted from quake2 source
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Con_Dump_f -- johnfitz -- adapted from Q2 source
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================
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*/
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static void Con_Dump_f(void)
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@ -378,8 +378,6 @@ void Fog_NewMap(void)
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/*
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=============
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Fog_Init
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called when quake initializes
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=============
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*/
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void Fog_Init(void)
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@ -1049,7 +1049,7 @@ void CalcSurfaceExtents(msurface_t *s)
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s->texturemins[i] = bmins[i] * 16;
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s->extents[i] = (bmaxs[i] - bmins[i]) * 16;
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if(!(tex->flags & TEX_SPECIAL) && s->extents[i] > 2000) //johnfitz -- was 512 in glquake, 256 in winquake
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if(!(tex->flags & TEX_SPECIAL) && s->extents[i] > 2000) //johnfitz -- was 512 in glq, 256 in winq
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Sys_Error("Bad surface extents");
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}
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}
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@ -488,8 +488,6 @@ void R_SetupGL(void)
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GL_SetFrustum(r_fovx, r_fovy); //johnfitz -- use r_fov* vars
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// glCullFace(GL_BACK); //johnfitz -- glquake used CCW with backwards culling -- let's do it right
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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@ -812,7 +812,7 @@ void SCR_ScreenShot_f(void)
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// find a file name to save it to
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for(i = 0; i < 10000; i++)
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{
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q_snprintf(imagename, sizeof(imagename), "quake%04" PRIi32 ".%s", i, ext);
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q_snprintf(imagename, sizeof(imagename), ENGINE_NAME "%04" PRIi32 ".%s", i, ext);
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q_snprintf(checkname, sizeof(checkname), "%s/%s", com_gamedir, imagename);
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if(Sys_FileTime(checkname) == -1)
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break; // file doesn't exist
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@ -264,13 +264,10 @@ void Sky_NewMap(void)
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if(!strcmp("skyfog", key))
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skyfog = atof(value);
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#if 1 //also accept non-standard keys
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else if(!strcmp("skyname", key)) //half-life
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else if(!strcmp("skyname", key))
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Sky_LoadSkyBox(value);
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else if(!strcmp("qlsky", key)) //quake lives
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else if(!strcmp("qlsky", key))
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Sky_LoadSkyBox(value);
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#endif
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}
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}
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@ -703,12 +700,11 @@ void Sky_DrawSkyBox(void)
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GL_Bind(skybox_textures[skytexorder[i]]);
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#if 1 //FIXME: this is to avoid tjunctions until i can do it the right way
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//FIXME: this is to avoid tjunctions until i can do it the right way
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skymins[0][i] = -1;
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skymins[1][i] = -1;
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skymaxs[0][i] = 1;
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skymaxs[1][i] = 1;
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#endif
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glBegin(GL_QUADS);
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Sky_EmitSkyBoxVertex(skymins[0][i], skymins[1][i], i);
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Sky_EmitSkyBoxVertex(skymins[0][i], skymaxs[1][i], i);
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@ -20,7 +20,7 @@ along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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//gl_texmgr.c -- fitzquake's texture manager. manages opengl texture images
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//gl_texmgr.c -- texture manager. manages opengl texture images
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#include "q_defs.h"
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@ -574,14 +574,7 @@ void TexMgr_RecalcWarpImageSize(void)
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while(gl_warpimagesize > vid.height)
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gl_warpimagesize >>= 1;
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// ericw -- removed early exit if (gl_warpimagesize == oldsize).
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// after vid_restart TexMgr_ReloadImage reloads textures
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// to tx->source_width/source_height, which might not match oldsize.
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// fixes: https://sourceforge.net/p/quakespasm/bugs/13/
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//
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// resize the textures in opengl
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//
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mark = Hunk_LowMark();
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dummy = (byte *) Hunk_Alloc(gl_warpimagesize * gl_warpimagesize * 4);
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@ -1147,10 +1140,8 @@ static void TexMgr_LoadImage8(gltexture_t *glt, byte *data)
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uint32_t *usepal;
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int32_t i;
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// HACK HACK HACK -- taken from tomazquake
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if(strstr(glt->name, "shot1sid") &&
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glt->width == 32 && glt->height == 32 &&
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CRC_Block(data, 1024) == 65393)
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// HACK
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if(strstr(glt->name, "shot1sid") && glt->width == 32 && glt->height == 32 && CRC_Block(data, 1024) == 65393)
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{
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// This texture in b_shell1.bsp has some of the first 32 pixels painted white.
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// They are invisible in software, but look really ugly in GL. So we just copy
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@ -1460,14 +1451,6 @@ void TexMgr_ReloadImages(void)
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{
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gltexture_t *glt;
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// ericw -- tricky bug: if the hunk is almost full, an allocation in TexMgr_ReloadImage
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// triggers cache items to be freed, which calls back into TexMgr to free the
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// texture. If this frees 'glt' in the loop below, the active_gltextures
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// list gets corrupted.
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// A test case is jam3_tronyn.bsp with -heapsize 65536, and do several mode
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// switches/fullscreen toggles
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// 2015-09-04 -- Cache_Flush workaround was causing issues (http://sourceforge.net/p/quakespasm/bugs/10/)
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// switching to a boolean flag.
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in_reload_images = true;
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for(glt = active_gltextures; glt; glt = glt->next)
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@ -22,7 +22,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef spingle__gl_texmgr_h
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#define spingle__gl_texmgr_h
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//gl_texmgr.h -- fitzquake's texture manager. manages opengl texture images
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//gl_texmgr.h -- texture manager. manages opengl texture images
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#define TEXPREF_NONE 0x0000
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#define TEXPREF_MIPMAP 0x0001 // generate mipmaps
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@ -1170,8 +1170,8 @@ does all the stuff from GL_Init that needs to be done every time a new GL render
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static void GL_SetupState(void)
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{
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glClearColor(0.15, 0.15, 0.15, 0); //johnfitz -- originally 1,0,0,0
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glCullFace(GL_BACK); //johnfitz -- glquake used CCW with backwards culling -- let's do it right
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glFrontFace(GL_CW); //johnfitz -- glquake used CCW with backwards culling -- let's do it right
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glCullFace(GL_BACK); //johnfitz -- glq used CCW with backwards culling -- let's do it right
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glFrontFace(GL_CW); //johnfitz -- glq used CCW with backwards culling -- let's do it right
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.666);
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GL_SetupState();
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Cmd_AddCommand("gl_info", GL_Info_f); //johnfitz
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//johnfitz -- removed code creating "glquake" subdirectory
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vid_menucmdfn = VID_Menu_f; //johnfitz
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vid_menudrawfn = VID_MenuDraw;
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vid_menukeyfn = VID_MenuKey;
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@ -871,7 +871,6 @@ void Host_Init(void)
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host_hunklevel = Hunk_LowMark();
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host_initialized = true;
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Con_Printf("\n========= Quake Initialized =========\n\n");
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if(cls.state != ca_dedicated)
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{
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@ -51,7 +51,7 @@ static inline int32_t IS_NAN(float x)
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}
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#endif
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#define Q_rint(x) ((x) > 0 ? (int32_t)((x) + 0.5) : (int32_t)((x) - 0.5)) //johnfitz -- from joequake
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#define Q_rint(x) ((x) > 0 ? (int32_t)((x) + 0.5) : (int32_t)((x) - 0.5))
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#define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[2])
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#define DoublePrecisionDotProduct(x,y) ((double)x[0]*y[0]+(double)x[1]*y[1]+(double)x[2]*y[2])
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@ -280,7 +280,7 @@ static void PrintSlistTrailer(void)
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if(hostCacheCount)
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Con_Printf("== end list ==\n\n");
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else
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Con_Printf("No Quake servers found.\n\n");
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Con_Printf("No servers found.\n\n");
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}
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@ -291,7 +291,7 @@ void NET_Slist_f(void)
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if(! slistSilent)
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{
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Con_Printf("Looking for Quake servers...\n");
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Con_Printf("Looking for servers...\n");
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PrintSlistHeader();
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}
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@ -22,7 +22,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef spingle__pr_comp_h
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#define spingle__pr_comp_h
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// this file is shared by quake and qcc
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// this file is shared by the game and qcc
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typedef int32_t func_t;
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typedef int32_t string_t;
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@ -23,8 +23,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef spingle__protocol_h
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#define spingle__protocol_h
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#define PROTOCOL_NETQUAKE 15 //johnfitz -- standard quake protocol
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#define PROTOCOL_FITZQUAKE 666 //johnfitz -- added new protocol for fitzquake 0.85
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#define PROTOCOL_NETQUAKE 15 //johnfitz -- standard protocol
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#define PROTOCOL_FITZQUAKE 666 //johnfitz -- added new protocol for fitz 0.85
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#define PROTOCOL_RMQ 999
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// PROTOCOL_RMQ protocol flags
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@ -557,7 +557,7 @@ void R_DrawBrushModel(entity_t *e)
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}
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glPushMatrix();
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e->angles[0] = -e->angles[0]; // stupid quake bug
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e->angles[0] = -e->angles[0]; // stupid bug
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if(gl_zfix.value)
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{
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e->origin[0] -= DIST_EPSILON;
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e->origin[1] += DIST_EPSILON;
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e->origin[2] += DIST_EPSILON;
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}
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e->angles[0] = -e->angles[0]; // stupid quake bug
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e->angles[0] = -e->angles[0]; // stupid bug
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R_ClearTextureChains(clmodel, chain_model);
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for(i = 0 ; i < clmodel->nummodelsurfaces ; i++, psurf++)
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@ -628,9 +628,9 @@ void R_DrawBrushModel_ShowTris(entity_t *e)
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psurf = &clmodel->surfaces[clmodel->firstmodelsurface];
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glPushMatrix();
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e->angles[0] = -e->angles[0]; // stupid quake bug
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e->angles[0] = -e->angles[0]; // stupid bug
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R_RotateForEntity(e->origin, e->angles);
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e->angles[0] = -e->angles[0]; // stupid quake bug
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e->angles[0] = -e->angles[0]; // stupid bug
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//
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// draw it
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@ -140,7 +140,6 @@ void R_MarkSurfaces(void)
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// rebuild chains
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#if 1
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//iterate through surfaces one node at a time to rebuild chains
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//need to do it this way if we want to work with tyrann's skip removal tool
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//becuase his tool doesn't actually remove the surfaces from the bsp surfaces lump
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@ -151,17 +150,6 @@ void R_MarkSurfaces(void)
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{
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R_ChainSurface(surf, chain_world);
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}
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#else
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//the old way
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surf = &cl.worldmodel->surfaces[cl.worldmodel->firstmodelsurface];
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for(i = 0 ; i < cl.worldmodel->nummodelsurfaces ; i++, surf++)
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{
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if(surf->visframe == r_visframecount)
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{
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R_ChainSurface(surf, chain_world);
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}
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}
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#endif
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}
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/*
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@ -1,5 +1,5 @@
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|||
/*
|
||||
* Audio Codecs: Adapted from ioquake3 with changes.
|
||||
* Audio Codecs: Adapted from ioq3 with changes.
|
||||
* For now, only handles streaming music, not sound effects.
|
||||
*
|
||||
* Copyright (C) 1999-2005 Id Software, Inc.
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/*
|
||||
* Audio Codecs: Adapted from ioquake3 with changes.
|
||||
* Audio Codecs: Adapted from ioq3 with changes.
|
||||
* For now, only handles streaming music, not sound effects.
|
||||
*
|
||||
* Copyright (C) 1999-2005 Id Software, Inc.
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/*
|
||||
* Audio Codecs: Adapted from ioquake3 with changes.
|
||||
* Audio Codecs: Adapted from ioq3 with changes.
|
||||
* For now, only handles streaming music, not sound effects.
|
||||
*
|
||||
* Copyright (C) 1999-2005 Id Software, Inc.
|
||||
|
|
|
@ -682,7 +682,7 @@ static void S_UpdateAmbientSounds(void)
|
|||
|
||||
/*
|
||||
===================
|
||||
S_RawSamples (from QuakeII)
|
||||
S_RawSamples (from q2)
|
||||
|
||||
Streaming music support. Byte swapping
|
||||
of data must be handled by the codec.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
* snd_sdl.c - SDL audio driver for Hexen II: Hammer of Thyrion (uHexen2)
|
||||
* based on implementations found in the quakeforge and ioquake3 projects.
|
||||
* based on implementations found in the quakeforge and ioq3 projects.
|
||||
*
|
||||
* Copyright (C) 1999-2005 Id Software, Inc.
|
||||
* Copyright (C) 2005-2012 O.Sezer <sezero@users.sourceforge.net>
|
||||
|
|
|
@ -245,7 +245,7 @@ static char const *Sys_GetUserDir(void)
|
|||
#if PLATFORM_IS(OSX)
|
||||
static char *OSX_StripAppBundle(char *dir)
|
||||
{
|
||||
/* based on the ioquake3 project at icculus.org. */
|
||||
/* based on the ioq3 project at icculus.org. */
|
||||
static char osx_path[MAX_OSPATH];
|
||||
|
||||
q_strlcpy(osx_path, dir, sizeof(osx_path));
|
||||
|
|
|
@ -146,12 +146,10 @@ cvar_t v_centerspeed = {"v_centerspeed", "500", CVAR_NONE};
|
|||
|
||||
void V_StartPitchDrift(void)
|
||||
{
|
||||
#if 1
|
||||
if(cl.laststop == cl.time)
|
||||
{
|
||||
return; // something else is keeping it from drifting
|
||||
}
|
||||
#endif
|
||||
if(cl.nodrift || !cl.pitchvel)
|
||||
{
|
||||
cl.pitchvel = v_centerspeed.value;
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
|
||||
//{{NO_DEPENDENCIES}}
|
||||
// Microsoft Developer Studio generated include file.
|
||||
// Used by winquake.rc
|
||||
// Used by the .rc file
|
||||
#define IDS_STRING1 1
|
||||
#define IDI_ICON2 1
|
||||
#define IDD_DIALOG1 108
|
||||
|
|
|
@ -653,17 +653,10 @@ bool SV_RecursiveHullCheck(hull_t *hull, int32_t num, float p1f, float p2f, vec3
|
|||
t2 = DoublePrecisionDotProduct(plane->normal, p2) - plane->dist;
|
||||
}
|
||||
|
||||
#if 1
|
||||
if(t1 >= 0 && t2 >= 0)
|
||||
return SV_RecursiveHullCheck(hull, node->children[0], p1f, p2f, p1, p2, trace);
|
||||
if(t1 < 0 && t2 < 0)
|
||||
return SV_RecursiveHullCheck(hull, node->children[1], p1f, p2f, p1, p2, trace);
|
||||
#else
|
||||
if((t1 >= DIST_EPSILON && t2 >= DIST_EPSILON) || (t2 > t1 && t1 >= 0))
|
||||
return SV_RecursiveHullCheck(hull, node->children[0], p1f, p2f, p1, p2, trace);
|
||||
if((t1 <= -DIST_EPSILON && t2 <= -DIST_EPSILON) || (t2 < t1 && t1 <= 0))
|
||||
return SV_RecursiveHullCheck(hull, node->children[1], p1f, p2f, p1, p2, trace);
|
||||
#endif
|
||||
|
||||
// put the crosspoint DIST_EPSILON pixels on the near side
|
||||
if(t1 < 0)
|
||||
|
|
Loading…
Reference in New Issue