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- 'Get verts
- newVertCount = 0
- For vNr = face.Ledge_ID Until face.Ledge_ID + face.Ledge_Num 'Go through edges
- ledge = myBSP.Ledges[vNr] 'Get ledge
- edge = myBSP.Edges[Abs(ledge.edge)] 'Get edge via ledge
- If ledge.edge < 0 Then
- vert = myBSP.Vertices[edge.Vertex0]
- Else
- vert = myBSP.Vertices[edge.Vertex1]
- EndIf
- AddVertex(surf[surfNr], vert.Z * 0.2, vert.Y * 0.2, vert.X * 0.2)
- 'Calculate UV
- s = DotProduct(vert.X, vert.Y, vert.Z, texInfo.VectorS.X, texInfo.VectorS.Y, texInfo.VectorS.Z) + texInfo.DistS
- t = DotProduct(vert.X, vert.Y, vert.Z, texInfo.VectorT.X, texInfo.VectorT.Y, texInfo.VectorT.Z) + texInfo.DistT
- 'Random attempt to scale S and T to texture size
- Local scaleS:Float = myBSP.MipTexs[texInfo.Texture_ID].Texture.width
- Local scaleT:Float = myBSP.MipTexs[texInfo.Texture_ID].Texture.Height
- s:/scaleS
- t:/scaleT
- VertexTexCoords(surf[surfNr], vertCount, s, t)
- VertexNormal(surf[surfNr], vertCount, plane.Normal.Z, plane.Normal.Y, plane.Normal.X)
- vertCount:+1
- newVertCount:+1
- Next
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