//----------------------------------------------- // Synapse Gaming - Lighting System // Copyright © Synapse Gaming 2003 // Written by John Kabus //----------------------------------------------- static const Point3F BoxNormals[] = { Point3F( 1, 0, 0), Point3F(-1, 0, 0), Point3F( 0, 1, 0), Point3F( 0,-1, 0), Point3F( 0, 0, 1), Point3F( 0, 0,-1) }; static U32 BoxVerts[][4] = { {7,6,4,5}, // +x {0,2,3,1}, // -x {7,3,2,6}, // +y {0,1,5,4}, // -y {7,5,1,3}, // +z {0,4,6,2} // -z }; static U32 BoxSharedEdgeMask[][6] = { {0, 0, 1, 4, 8, 2}, {0, 0, 2, 8, 4, 1}, {8, 2, 0, 0, 1, 4}, {4, 1, 0, 0, 2, 8}, {1, 4, 8, 2, 0, 0}, {2, 8, 4, 1, 0, 0} }; static U32 TerrainSquareIndices[][3] = { {2, 1, 0}, // 45 {3, 2, 0}, {3, 1, 0}, // 135 {3, 2, 1} }; static Point3F BoxPnts[] = { Point3F(0,0,0), Point3F(0,0,1), Point3F(0,1,0), Point3F(0,1,1), Point3F(1,0,0), Point3F(1,0,1), Point3F(1,1,0), Point3F(1,1,1) }; extern SceneLighting *gLighting; extern F32 gParellelVectorThresh; extern F32 gPlaneNormThresh; extern F32 gPlaneDistThresh;