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- For Local model:TQModel = EachIn myBSP.Models 'Go through models
- For fNr = model.Face_ID Until model.Face_ID + model.Face_Num 'Go through faces
- 'Debug progress
- If fNr Mod 100 <= 0 Then Print "Generating: " + fNr + "/" + model.Face_Num
- face = myBSP.Faces[fNr] 'Get current face
- vert = New TQVertex[face.Ledge_Num]
- For lNr = 0 Until face.Ledge_Num 'Go through edges
- ledge = myBSP.Ledges[face.Ledge_ID + lNr] 'Get current Ledge
- edge = myBSP.Edges[Abs(ledge.edge)] 'Get current edge
- 'Grab verts
- If ledge.edge < 0 Then
- vert[lNr] = myBSP.Vertices[edge.Vertex1]
- Else
- vert[lNr] = myBSP.Vertices[edge.Vertex0]
- EndIf
- Next
- 'If we don't have a surface to work with, create one
- If Not surf[surfNr] Then surf[surfNr] = CreateSurface(mesh, Null)
- 'Move to next surface if we're using too many vertices
- If surf[surfNr].CountVertices() > (10000 * 3) - 1 Then surfNr:+1
- 'Make some 3D yo
- For Local i:Int = 0 Until vert.Length
- AddVertex(surf[surfNr], vert[i].X * 0.1, vert[i].Y * 0.1, vert[i].Z * 0.1)
- Next
- 'Random triangles activate!
- AddTriangle(surf[surfNr], vertNr, vertNr + 1, vertNr + 2)
- vertNr:+3
- Next
- Next
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