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Sep 30th, 2016
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  1.         'Get verts
  2.         newVertCount = 0
  3.         For vNr = face.Ledge_ID Until face.Ledge_ID + face.Ledge_Num 'Go through edges
  4.             ledge = myBSP.Ledges[vNr] 'Get ledge
  5.             edge = myBSP.Edges[Abs(ledge.edge)] 'Get edge via ledge
  6.            
  7.             If ledge.edge < 0 Then
  8.                 vert = myBSP.Vertices[edge.Vertex0]
  9.             Else
  10.                 vert = myBSP.Vertices[edge.Vertex1]
  11.             EndIf
  12.            
  13.             AddVertex(surf[surfNr], vert.Z * 0.2, vert.Y * 0.2, vert.X * 0.2)
  14.            
  15.             'Calculate UV
  16.             s = DotProduct(vert.X, vert.Y, vert.Z, texInfo.VectorS.X, texInfo.VectorS.Y, texInfo.VectorS.Z) + texInfo.DistS
  17.             t = DotProduct(vert.X, vert.Y, vert.Z, texInfo.VectorT.X, texInfo.VectorT.Y, texInfo.VectorT.Z) + texInfo.DistT
  18.            
  19.             'Random attempt to scale S and T to texture size
  20.             Local scaleS:Float = myBSP.MipTexs[texInfo.Texture_ID].Texture.width
  21.             Local scaleT:Float = myBSP.MipTexs[texInfo.Texture_ID].Texture.Height
  22.             s:/scaleS
  23.             t:/scaleT
  24.            
  25.             VertexTexCoords(surf[surfNr], vertCount, s, t)
  26.             VertexNormal(surf[surfNr], vertCount, plane.Normal.Z, plane.Normal.Y, plane.Normal.X)
  27.            
  28.             vertCount:+1
  29.             newVertCount:+1
  30.         Next
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