quake3 bsp face types

Started by
21 comments, last by cody 21 years, 9 months ago
s:
struct MapSurface
{
int shaderNum;
int lightmapNum;

int firstVert;////indices for vertex list
int numVerts;

int type;

int firstIndex;//for mesh index list
int numIndexes;
};

i2numIndexes should be i2 "smaller than" s.numIndexes
(forum stripped away the html stuff)

vertices is my vertex list.
meshverts is the mesh index list.
Advertisement
I think I see the problem now. Meshverts are offset from the first vertex of the face.

Try

v=&vertices[s->firstVert + meshverts[i3]]; 
yeah that''s it!!!

works great now

thanks CheeseGrater!

This topic is closed to new replies.

Advertisement