- renderer currently uses links into tface structures that actually
are owned by mesh (or displistmesh)... this causes problems for adapting to systems that build tfaces on the fly. Added RE_findTFace function to allow allocating tfaces inside renderer itself.
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@@ -191,6 +191,7 @@ void ramp_spec_result(float *specr, float *specg, float *specb, ShadeInput *shi)
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struct VlakRen *RE_findOrAddVlak(int nr);
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struct VertRen *RE_findOrAddVert(int nr);
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struct HaloRen *RE_findOrAddHalo(int nr);
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struct TFace *RE_findTFace(void);
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HaloRen *RE_inithalo(struct Material *ma, float *vec, float *vec1, float *orco, float hasize,
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float vectsize, int seed);
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@@ -51,6 +51,17 @@
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/* ------------------------------------------------------------------------- */
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struct TFace;
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typedef struct TFaceBlock TFaceBlock;
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struct TFaceBlock {
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TFaceBlock *next;
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struct TFace *tfaces;
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int numAvail;
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};
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/* localized texture result data */
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typedef struct TexResult {
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float tin, tr, tg, tb, ta;
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@@ -139,7 +150,8 @@ typedef struct RE_Render
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struct VlakRen **blovl;
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struct VertRen **blove;
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struct HaloRen **bloha;
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struct TFaceBlock *tfaceBlocks;
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int *rectaccu;
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int *rectz; /* z buffer: distance buffer */
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unsigned int *rectf1, *rectf2;
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