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debugging the BSP
[dosdemo]
/
src
/
3dgfx.c
diff --git
a/src/3dgfx.c
b/src/3dgfx.c
index
17ddd93
..
a4af73a
100644
(file)
--- a/
src/3dgfx.c
+++ b/
src/3dgfx.c
@@
-396,7
+396,7
@@
void g3d_draw(int prim, const struct g3d_vertex *varr, int varr_size)
}
void g3d_draw_indexed(int prim, const struct g3d_vertex *varr, int varr_size,
}
void g3d_draw_indexed(int prim, const struct g3d_vertex *varr, int varr_size,
- const int16_t *iarr, int iarr_size)
+ const uint16_t *iarr, int iarr_size)
{
int i, j, nfaces;
struct pvertex pv[16];
{
int i, j, nfaces;
struct pvertex pv[16];
@@
-404,6
+404,9
@@
void g3d_draw_indexed(int prim, const struct g3d_vertex *varr, int varr_size,
int vnum = prim; /* primitive vertex counts correspond to enum values */
int mvtop = st->mtop[G3D_MODELVIEW];
int ptop = st->mtop[G3D_PROJECTION];
int vnum = prim; /* primitive vertex counts correspond to enum values */
int mvtop = st->mtop[G3D_MODELVIEW];
int ptop = st->mtop[G3D_PROJECTION];
+ struct g3d_vertex *tmpv;
+
+ tmpv = alloca(prim * 6 * sizeof *tmpv);
/* calc the normal matrix */
memcpy(st->norm_mat, st->mat[G3D_MODELVIEW][mvtop], 16 * sizeof(float));
/* calc the normal matrix */
memcpy(st->norm_mat, st->mat[G3D_MODELVIEW][mvtop], 16 * sizeof(float));
@@
-423,12
+426,15
@@
void g3d_draw_indexed(int prim, const struct g3d_vertex *varr, int varr_size,
if(st->opt & G3D_LIGHTING) {
shade(v + i);
}
if(st->opt & G3D_LIGHTING) {
shade(v + i);
}
+ if(st->opt & G3D_TEXTURE_GEN) {
+ v[i].u = v[i].nx * 0.5 + 0.5;
+ v[i].v = v[i].ny * 0.5 + 0.5;
+ }
xform4_vec3(st->mat[G3D_PROJECTION][ptop], &v[i].x);
}
/* clipping */
for(i=0; i<6; i++) {
xform4_vec3(st->mat[G3D_PROJECTION][ptop], &v[i].x);
}
/* clipping */
for(i=0; i<6; i++) {
- struct g3d_vertex tmpv[16];
memcpy(tmpv, v, vnum * sizeof *v);
if(clip_frustum(v, &vnum, tmpv, vnum, i) < 0) {
memcpy(tmpv, v, vnum * sizeof *v);
if(clip_frustum(v, &vnum, tmpv, vnum, i) < 0) {
@@
-470,7
+476,7
@@
void g3d_draw_indexed(int prim, const struct g3d_vertex *varr, int varr_size,
int32_t ay = pv[1].y - pv[0].y;
int32_t bx = pv[2].x - pv[0].x;
int32_t by = pv[2].y - pv[0].y;
int32_t ay = pv[1].y - pv[0].y;
int32_t bx = pv[2].x - pv[0].x;
int32_t by = pv[2].y - pv[0].y;
- int32_t cross_z = ax * (by >> 8) - ay * (bx >> 8);
+ int32_t cross_z = (ax >> 4) * (by >> 4) - (ay >> 4) * (bx >> 4);
int sign = (cross_z >> 31) & 1;
if(!(sign ^ st->frontface)) {
int sign = (cross_z >> 31) & 1;
if(!(sign ^ st->frontface)) {