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https://github.com/Pinsplash/halflife2chaos.git
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slight improvement with fastindex2
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@ -1935,7 +1935,7 @@ int C_NPC_Blob::DrawModel(int flags)
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//now build mesh
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for (int iVert = 0; iVert < vertices.Count(); iVert++)
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{
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int iVertInTri = iVert % 3;
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//int iVertInTri = iVert % 3;
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/*
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if (iVertInTri == 0)
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{
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@ -1964,12 +1964,12 @@ int C_NPC_Blob::DrawModel(int flags)
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//DevMsg("Vert %i at %f %f %f\n", iVert, vertices[iVert].x, vertices[iVert].y, vertices[iVert].z);
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BlobVert bvert = vertices[iVert];
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meshBuilder.Position3fv(bvert.pos.Base());
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if (iVertInTri == 0)
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meshBuilder.TexCoord2f(0, 0, 0);
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else if (iVertInTri == 1)
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meshBuilder.TexCoord2f(0, 0, 1);
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else
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meshBuilder.TexCoord2f(0, 1, 0);
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//if (iVertInTri == 0)
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// meshBuilder.TexCoord2f(0, 0, 0);
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//else if (iVertInTri == 1)
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// meshBuilder.TexCoord2f(0, 0, 1);
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//else
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// meshBuilder.TexCoord2f(0, 1, 0);
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Vector vecNorm = bvert.normal;
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vecNorm = -vecNorm.Normalized();
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meshBuilder.Normal3fv(vecNorm.Base());
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@ -1991,14 +1991,18 @@ int C_NPC_Blob::DrawModel(int flags)
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//Msg("vecNorm %f %f %f\n", vecNorm.x, vecNorm.y, vecNorm.z);
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meshBuilder.AdvanceVertex();
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}
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/*
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for (int iInd = 0; iInd < indices.Count(); iInd += 3)
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{
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meshBuilder.FastIndex(indices[iInd + 0]);
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meshBuilder.FastIndex(indices[iInd + 1]);
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meshBuilder.FastIndex(indices[iInd + 2]);
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}
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*/
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for (int iInd = 0; iInd < indices.Count(); iInd += 2)
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{
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meshBuilder.FastIndex2(indices[iInd], indices[iInd + 1]);
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}
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meshBuilder.End();
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pMesh->Draw();
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vertices.RemoveAll();
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