/* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // Created on 20.11.2003 by RST. // $Id: msurface_t.java,v 1.2 2004-07-08 20:24:29 hzi Exp $ package jake2.render; import java.nio.ByteBuffer; import jake2.game.*; import jake2.qcommon.texinfo_t; import jake2.*; public class msurface_t { public int visframe; // should be drawn when node is crossed public cplane_t plane; public int flags; public int firstedge; // look up in model->surfedges[], negative numbers public int numedges; // are backwards edges public short texturemins[] = { 0, 0 }; public short extents[] = { 0, 0 }; public int light_s, light_t; // gl lightmap coordinates public int dlight_s, dlight_t; // gl lightmap coordinates for dynamic lightmaps public glpoly_t polys; // multiple if warped public msurface_t texturechain; public msurface_t lightmapchain; // TODO check this public mtexinfo_t texinfo = new mtexinfo_t(); // lighting info public int dlightframe; public int dlightbits; public int lightmaptexturenum; public byte styles[] = new byte[Defines.MAXLIGHTMAPS]; public float cached_light[] = new float[Defines.MAXLIGHTMAPS]; // values currently used in lightmap //public byte samples[]; // [numstyles*surfsize] public ByteBuffer samples; // [numstyles*surfsize] public void clear() { visframe = 0; //plane = null; flags = 0; firstedge = 0; numedges = 0; texturemins[0] = texturemins[1] = 0; extents[0] = extents[1] = 0; light_s = light_t = 0; dlight_s = dlight_t = 0; //polys = null; texturechain = null; lightmapchain = null; //texinfo = null; dlightframe = 0; dlightbits = 0; lightmaptexturenum = 0; for (int i = 0; i < styles.length; i++) { styles[i] = 0; } for (int i = 0; i < cached_light.length; i++) { cached_light[i] = 0; } //samples = null; } }