예제 #1
0
파일: tr_surface.c 프로젝트: coltongit/ioq3
/*
=============
RB_SurfacePolychain
=============
*/
static void RB_SurfacePolychain( srfPoly_t *p ) {
	int		i;
	int		numv;

	RB_CheckVao(tess.vao);

	RB_CHECKOVERFLOW( p->numVerts, 3*(p->numVerts - 2) );

	// fan triangles into the tess array
	numv = tess.numVertexes;
	for ( i = 0; i < p->numVerts; i++ ) {
		VectorCopy( p->verts[i].xyz, tess.xyz[numv] );
		tess.texCoords[numv][0] = p->verts[i].st[0];
		tess.texCoords[numv][1] = p->verts[i].st[1];
		tess.color[numv][0] = (int)p->verts[i].modulate[0] * 257;
		tess.color[numv][1] = (int)p->verts[i].modulate[1] * 257;
		tess.color[numv][2] = (int)p->verts[i].modulate[2] * 257;
		tess.color[numv][3] = (int)p->verts[i].modulate[3] * 257;

		numv++;
	}

	// generate fan indexes into the tess array
	for ( i = 0; i < p->numVerts-2; i++ ) {
		tess.indexes[tess.numIndexes + 0] = tess.numVertexes;
		tess.indexes[tess.numIndexes + 1] = tess.numVertexes + i + 1;
		tess.indexes[tess.numIndexes + 2] = tess.numVertexes + i + 2;
		tess.numIndexes += 3;
	}

	tess.numVertexes = numv;
}
예제 #2
0
파일: tr_surface.c 프로젝트: coltongit/ioq3
static void DoRailCore( const vec3_t start, const vec3_t end, const vec3_t up, float len, float spanWidth )
{
	float		spanWidth2;
	int			vbase;
	float		t = len / 256.0f;

	RB_CheckVao(tess.vao);

	RB_CHECKOVERFLOW( 4, 6 );

	vbase = tess.numVertexes;

	spanWidth2 = -spanWidth;

	// FIXME: use quad stamp?
	VectorMA( start, spanWidth, up, tess.xyz[tess.numVertexes] );
	tess.texCoords[tess.numVertexes][0] = 0;
	tess.texCoords[tess.numVertexes][1] = 0;
	tess.color[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 0.25f * 257.0f;
	tess.color[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 0.25f * 257.0f;
	tess.color[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 0.25f * 257.0f;
	tess.numVertexes++;

	VectorMA( start, spanWidth2, up, tess.xyz[tess.numVertexes] );
	tess.texCoords[tess.numVertexes][0] = 0;
	tess.texCoords[tess.numVertexes][1] = 1;
	tess.color[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 257;
	tess.color[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 257;
	tess.color[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 257;
	tess.numVertexes++;

	VectorMA( end, spanWidth, up, tess.xyz[tess.numVertexes] );

	tess.texCoords[tess.numVertexes][0] = t;
	tess.texCoords[tess.numVertexes][1] = 0;
	tess.color[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 257;
	tess.color[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 257;
	tess.color[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 257;
	tess.numVertexes++;

	VectorMA( end, spanWidth2, up, tess.xyz[tess.numVertexes] );
	tess.texCoords[tess.numVertexes][0] = t;
	tess.texCoords[tess.numVertexes][1] = 1;
	tess.color[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 257;
	tess.color[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 257;
	tess.color[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 257;
	tess.numVertexes++;

	tess.indexes[tess.numIndexes++] = vbase;
	tess.indexes[tess.numIndexes++] = vbase + 1;
	tess.indexes[tess.numIndexes++] = vbase + 2;

	tess.indexes[tess.numIndexes++] = vbase + 2;
	tess.indexes[tess.numIndexes++] = vbase + 1;
	tess.indexes[tess.numIndexes++] = vbase + 3;
}
예제 #3
0
파일: tr_surface.c 프로젝트: coltongit/ioq3
/*
=============
RB_SurfaceMesh
=============
*/
static void RB_SurfaceMesh(mdvSurface_t *surface) {
	int				j;
	float			backlerp;
	mdvSt_t			*texCoords;
	int				Bob, Doug;
	int				numVerts;

	if (  backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame ) {
		backlerp = 0;
	} else  {
		backlerp = backEnd.currentEntity->e.backlerp;
	}

	RB_CheckVao(tess.vao);

	RB_CHECKOVERFLOW( surface->numVerts, surface->numIndexes );

	LerpMeshVertexes (surface, backlerp);

	Bob = tess.numIndexes;
	Doug = tess.numVertexes;
	for (j = 0 ; j < surface->numIndexes ; j++) {
		tess.indexes[Bob + j] = Doug + surface->indexes[j];
	}
	tess.numIndexes += surface->numIndexes;

	texCoords = surface->st;

	numVerts = surface->numVerts;
	for ( j = 0; j < numVerts; j++ ) {
		tess.texCoords[Doug + j][0] = texCoords[j].st[0];
		tess.texCoords[Doug + j][1] = texCoords[j].st[1];
		// FIXME: fill in lightmapST for completeness?
	}

	tess.numVertexes += surface->numVerts;

}
예제 #4
0
파일: tr_surface.c 프로젝트: coltongit/ioq3
/*
=============
RB_SurfaceGrid

Just copy the grid of points and triangulate
=============
*/
static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
	int		i, j;
	float	*xyz;
	float	*texCoords, *lightCoords;
	int16_t *normal;
	int16_t *tangent;
	uint16_t *color;
	int16_t *lightdir;
	srfVert_t	*dv;
	int		rows, irows, vrows;
	int		used;
	int		widthTable[MAX_GRID_SIZE];
	int		heightTable[MAX_GRID_SIZE];
	float	lodError;
	int		lodWidth, lodHeight;
	int		numVertexes;
	int		dlightBits;
	int     pshadowBits;
	//int		*vDlightBits;

	if (RB_SurfaceVaoCached(srf->numVerts, srf->verts, srf->numIndexes,
		srf->indexes, srf->dlightBits, srf->pshadowBits))
	{
		return;
	}

	RB_CheckVao(tess.vao);

	dlightBits = srf->dlightBits;
	tess.dlightBits |= dlightBits;

	pshadowBits = srf->pshadowBits;
	tess.pshadowBits |= pshadowBits;

	// determine the allowable discrepance
	lodError = LodErrorForVolume( srf->lodOrigin, srf->lodRadius );

	// determine which rows and columns of the subdivision
	// we are actually going to use
	widthTable[0] = 0;
	lodWidth = 1;
	for ( i = 1 ; i < srf->width-1 ; i++ ) {
		if ( srf->widthLodError[i] <= lodError ) {
			widthTable[lodWidth] = i;
			lodWidth++;
		}
	}
	widthTable[lodWidth] = srf->width-1;
	lodWidth++;

	heightTable[0] = 0;
	lodHeight = 1;
	for ( i = 1 ; i < srf->height-1 ; i++ ) {
		if ( srf->heightLodError[i] <= lodError ) {
			heightTable[lodHeight] = i;
			lodHeight++;
		}
	}
	heightTable[lodHeight] = srf->height-1;
	lodHeight++;


	// very large grids may have more points or indexes than can be fit
	// in the tess structure, so we may have to issue it in multiple passes

	used = 0;
	while ( used < lodHeight - 1 ) {
		// see how many rows of both verts and indexes we can add without overflowing
		do {
			vrows = ( SHADER_MAX_VERTEXES - tess.numVertexes ) / lodWidth;
			irows = ( SHADER_MAX_INDEXES - tess.numIndexes ) / ( lodWidth * 6 );

			// if we don't have enough space for at least one strip, flush the buffer
			if ( vrows < 2 || irows < 1 ) {
				RB_EndSurface();
				RB_BeginSurface(tess.shader, tess.fogNum, tess.cubemapIndex );
			} else {
				break;
			}
		} while ( 1 );
		
		rows = irows;
		if ( vrows < irows + 1 ) {
			rows = vrows - 1;
		}
		if ( used + rows > lodHeight ) {
			rows = lodHeight - used;
		}

		numVertexes = tess.numVertexes;

		xyz = tess.xyz[numVertexes];
		normal = tess.normal[numVertexes];
		tangent = tess.tangent[numVertexes];
		texCoords = tess.texCoords[numVertexes];
		lightCoords = tess.lightCoords[numVertexes];
		color = tess.color[numVertexes];
		lightdir = tess.lightdir[numVertexes];
		//vDlightBits = &tess.vertexDlightBits[numVertexes];

		for ( i = 0 ; i < rows ; i++ ) {
			for ( j = 0 ; j < lodWidth ; j++ ) {
				dv = srf->verts + heightTable[ used + i ] * srf->width
					+ widthTable[ j ];

				if ( tess.shader->vertexAttribs & ATTR_POSITION )
				{
					VectorCopy(dv->xyz, xyz);
					xyz += 4;
				}

				if ( tess.shader->vertexAttribs & ATTR_NORMAL )
				{
					VectorCopy4(dv->normal, normal);
					normal += 4;
				}

				if ( tess.shader->vertexAttribs & ATTR_TANGENT )
				{
					VectorCopy4(dv->tangent, tangent);
					tangent += 4;
				}

				if ( tess.shader->vertexAttribs & ATTR_TEXCOORD )
				{
					VectorCopy2(dv->st, texCoords);
					texCoords += 2;
				}

				if ( tess.shader->vertexAttribs & ATTR_LIGHTCOORD )
				{
					VectorCopy2(dv->lightmap, lightCoords);
					lightCoords += 2;
				}

				if ( tess.shader->vertexAttribs & ATTR_COLOR )
				{
					VectorCopy4(dv->color, color);
					color += 4;
				}

				if ( tess.shader->vertexAttribs & ATTR_LIGHTDIRECTION )
				{
					VectorCopy4(dv->lightdir, lightdir);
					lightdir += 4;
				}

				//*vDlightBits++ = dlightBits;
			}
		}


		// add the indexes
		{
			int		numIndexes;
			int		w, h;

			h = rows - 1;
			w = lodWidth - 1;
			numIndexes = tess.numIndexes;
			for (i = 0 ; i < h ; i++) {
				for (j = 0 ; j < w ; j++) {
					int		v1, v2, v3, v4;
			
					// vertex order to be reckognized as tristrips
					v1 = numVertexes + i*lodWidth + j + 1;
					v2 = v1 - 1;
					v3 = v2 + lodWidth;
					v4 = v3 + 1;

					tess.indexes[numIndexes] = v2;
					tess.indexes[numIndexes+1] = v3;
					tess.indexes[numIndexes+2] = v1;
					
					tess.indexes[numIndexes+3] = v1;
					tess.indexes[numIndexes+4] = v3;
					tess.indexes[numIndexes+5] = v4;
					numIndexes += 6;
				}
			}

			tess.numIndexes = numIndexes;
		}

		tess.numVertexes += rows * lodWidth;

		used += rows - 1;
	}
}
예제 #5
0
파일: tr_surface.c 프로젝트: coltongit/ioq3
/*
==============
RB_AddQuadStampExt
==============
*/
void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, float color[4], float s1, float t1, float s2, float t2 ) {
	vec3_t		normal;
	int16_t     iNormal[4];
	uint16_t    iColor[4];
	int			ndx;

	RB_CheckVao(tess.vao);

	RB_CHECKOVERFLOW( 4, 6 );

	ndx = tess.numVertexes;

	// triangle indexes for a simple quad
	tess.indexes[ tess.numIndexes ] = ndx;
	tess.indexes[ tess.numIndexes + 1 ] = ndx + 1;
	tess.indexes[ tess.numIndexes + 2 ] = ndx + 3;

	tess.indexes[ tess.numIndexes + 3 ] = ndx + 3;
	tess.indexes[ tess.numIndexes + 4 ] = ndx + 1;
	tess.indexes[ tess.numIndexes + 5 ] = ndx + 2;

	tess.xyz[ndx][0] = origin[0] + left[0] + up[0];
	tess.xyz[ndx][1] = origin[1] + left[1] + up[1];
	tess.xyz[ndx][2] = origin[2] + left[2] + up[2];

	tess.xyz[ndx+1][0] = origin[0] - left[0] + up[0];
	tess.xyz[ndx+1][1] = origin[1] - left[1] + up[1];
	tess.xyz[ndx+1][2] = origin[2] - left[2] + up[2];

	tess.xyz[ndx+2][0] = origin[0] - left[0] - up[0];
	tess.xyz[ndx+2][1] = origin[1] - left[1] - up[1];
	tess.xyz[ndx+2][2] = origin[2] - left[2] - up[2];

	tess.xyz[ndx+3][0] = origin[0] + left[0] - up[0];
	tess.xyz[ndx+3][1] = origin[1] + left[1] - up[1];
	tess.xyz[ndx+3][2] = origin[2] + left[2] - up[2];


	// constant normal all the way around
	VectorSubtract( vec3_origin, backEnd.viewParms.or.axis[0], normal );

	R_VaoPackNormal(iNormal, normal);

	VectorCopy4(iNormal, tess.normal[ndx]);
	VectorCopy4(iNormal, tess.normal[ndx + 1]);
	VectorCopy4(iNormal, tess.normal[ndx + 2]);
	VectorCopy4(iNormal, tess.normal[ndx + 3]);

	// standard square texture coordinates
	VectorSet2(tess.texCoords[ndx], s1, t1);
	VectorSet2(tess.lightCoords[ndx], s1, t1);

	VectorSet2(tess.texCoords[ndx+1], s2, t1);
	VectorSet2(tess.lightCoords[ndx+1], s2, t1);

	VectorSet2(tess.texCoords[ndx+2], s2, t2);
	VectorSet2(tess.lightCoords[ndx+2], s2, t2);

	VectorSet2(tess.texCoords[ndx+3], s1, t2);
	VectorSet2(tess.lightCoords[ndx+3], s1, t2);

	// constant color all the way around
	// should this be identity and let the shader specify from entity?

	R_VaoPackColor(iColor, color);

	VectorCopy4(iColor, tess.color[ndx]);
	VectorCopy4(iColor, tess.color[ndx + 1]);
	VectorCopy4(iColor, tess.color[ndx + 2]);
	VectorCopy4(iColor, tess.color[ndx + 3]);

	tess.numVertexes += 4;
	tess.numIndexes += 6;
}
예제 #6
0
파일: tr_surface.c 프로젝트: coltongit/ioq3
static void DoRailDiscs( int numSegs, const vec3_t start, const vec3_t dir, const vec3_t right, const vec3_t up )
{
	int i;
	vec3_t	pos[4];
	vec3_t	v;
	int		spanWidth = r_railWidth->integer;
	float c, s;
	float		scale;

	if ( numSegs > 1 )
		numSegs--;
	if ( !numSegs )
		return;

	scale = 0.25;

	for ( i = 0; i < 4; i++ )
	{
		c = cos( DEG2RAD( 45 + i * 90 ) );
		s = sin( DEG2RAD( 45 + i * 90 ) );
		v[0] = ( right[0] * c + up[0] * s ) * scale * spanWidth;
		v[1] = ( right[1] * c + up[1] * s ) * scale * spanWidth;
		v[2] = ( right[2] * c + up[2] * s ) * scale * spanWidth;
		VectorAdd( start, v, pos[i] );

		if ( numSegs > 1 )
		{
			// offset by 1 segment if we're doing a long distance shot
			VectorAdd( pos[i], dir, pos[i] );
		}
	}

	RB_CheckVao(tess.vao);

	for ( i = 0; i < numSegs; i++ )
	{
		int j;

		RB_CHECKOVERFLOW( 4, 6 );

		for ( j = 0; j < 4; j++ )
		{
			VectorCopy( pos[j], tess.xyz[tess.numVertexes] );
			tess.texCoords[tess.numVertexes][0] = (j < 2);
			tess.texCoords[tess.numVertexes][1] = (j && j != 3);
			tess.color[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 257;
			tess.color[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 257;
			tess.color[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 257;
			tess.numVertexes++;

			VectorAdd( pos[j], dir, pos[j] );
		}

		tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 0;
		tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 1;
		tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 3;
		tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 3;
		tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 1;
		tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 2;
	}
}
예제 #7
0
파일: tr_surface.c 프로젝트: coltongit/ioq3
static void RB_SurfaceVertsAndIndexes( int numVerts, srfVert_t *verts, int numIndexes, glIndex_t *indexes, int dlightBits, int pshadowBits)
{
	int             i;
	glIndex_t      *inIndex;
	srfVert_t      *dv;
	float          *xyz, *texCoords, *lightCoords;
	int16_t        *lightdir;
	int16_t        *normal;
	int16_t        *tangent;
	glIndex_t      *outIndex;
	uint16_t       *color;

	RB_CheckVao(tess.vao);

	RB_CHECKOVERFLOW( numVerts, numIndexes );

	inIndex = indexes;
	outIndex = &tess.indexes[ tess.numIndexes ];
	for ( i = 0 ; i < numIndexes ; i++ ) {
		*outIndex++ = tess.numVertexes + *inIndex++;
	}
	tess.numIndexes += numIndexes;

	if ( tess.shader->vertexAttribs & ATTR_POSITION )
	{
		dv = verts;
		xyz = tess.xyz[ tess.numVertexes ];
		for ( i = 0 ; i < numVerts ; i++, dv++, xyz+=4 )
			VectorCopy(dv->xyz, xyz);
	}

	if ( tess.shader->vertexAttribs & ATTR_NORMAL )
	{
		dv = verts;
		normal = tess.normal[ tess.numVertexes ];
		for ( i = 0 ; i < numVerts ; i++, dv++, normal+=4 )
			VectorCopy4(dv->normal, normal);
	}

	if ( tess.shader->vertexAttribs & ATTR_TANGENT )
	{
		dv = verts;
		tangent = tess.tangent[ tess.numVertexes ];
		for ( i = 0 ; i < numVerts ; i++, dv++, tangent+=4 )
			VectorCopy4(dv->tangent, tangent);
	}

	if ( tess.shader->vertexAttribs & ATTR_TEXCOORD )
	{
		dv = verts;
		texCoords = tess.texCoords[tess.numVertexes];
		for ( i = 0 ; i < numVerts ; i++, dv++, texCoords+=2 )
			VectorCopy2(dv->st, texCoords);
	}

	if ( tess.shader->vertexAttribs & ATTR_LIGHTCOORD )
	{
		dv = verts;
		lightCoords = tess.lightCoords[ tess.numVertexes ];
		for ( i = 0 ; i < numVerts ; i++, dv++, lightCoords+=2 )
			VectorCopy2(dv->lightmap, lightCoords);
	}

	if ( tess.shader->vertexAttribs & ATTR_COLOR )
	{
		dv = verts;
		color = tess.color[ tess.numVertexes ];
		for ( i = 0 ; i < numVerts ; i++, dv++, color+=4 )
			VectorCopy4(dv->color, color);
	}

	if ( tess.shader->vertexAttribs & ATTR_LIGHTDIRECTION )
	{
		dv = verts;
		lightdir = tess.lightdir[ tess.numVertexes ];
		for ( i = 0 ; i < numVerts ; i++, dv++, lightdir+=4 )
			VectorCopy4(dv->lightdir, lightdir);
	}

#if 0  // nothing even uses vertex dlightbits
	for ( i = 0 ; i < numVerts ; i++ ) {
		tess.vertexDlightBits[ tess.numVertexes + i ] = dlightBits;
	}
#endif

	tess.dlightBits |= dlightBits;
	tess.pshadowBits |= pshadowBits;

	tess.numVertexes += numVerts;
}
예제 #8
0
static qboolean RB_SurfaceVao(vao_t *vao, int numVerts, int numIndexes, int firstIndex, int minIndex, int maxIndex, int dlightBits, int pshadowBits, qboolean shaderCheck)
{
	int i, mergeForward, mergeBack;
	GLvoid *firstIndexOffset, *lastIndexOffset;

	if (!vao)
	{
		return qfalse;
	}

	if (shaderCheck && !(!ShaderRequiresCPUDeforms(tess.shader) && !tess.shader->isSky && !tess.shader->isPortal))
	{
		return qfalse;
	}

	RB_CheckVao(vao);

	tess.dlightBits |= dlightBits;
	tess.pshadowBits |= pshadowBits;

	// merge this into any existing multidraw primitives
	mergeForward = -1;
	mergeBack = -1;
	firstIndexOffset = BUFFER_OFFSET(firstIndex * sizeof(glIndex_t));
	lastIndexOffset  = BUFFER_OFFSET((firstIndex + numIndexes) * sizeof(glIndex_t));

	if (tess.multiDrawPrimitives && r_mergeMultidraws->integer)
	{
		i = 0;

		if (r_mergeMultidraws->integer == 1)
		{
			// lazy merge, only check the last primitive
			i = tess.multiDrawPrimitives - 1;
		}

		for (; i < tess.multiDrawPrimitives; i++)
		{
			if (firstIndexOffset == tess.multiDrawFirstIndex[i] + tess.multiDrawNumIndexes[i])
			{
				mergeBack = i;

				if (mergeForward != -1)
					break;
			}

			if (lastIndexOffset == tess.multiDrawFirstIndex[i])
			{
				mergeForward = i;

				if (mergeBack != -1)
					break;
			}
		}
	}

	if (mergeBack != -1 && mergeForward == -1)
	{
		tess.multiDrawNumIndexes[mergeBack] += numIndexes;
		tess.multiDrawMinIndex[mergeBack] = MIN(tess.multiDrawMinIndex[mergeBack], minIndex);
		tess.multiDrawMaxIndex[mergeBack] = MAX(tess.multiDrawMaxIndex[mergeBack], maxIndex);
		backEnd.pc.c_multidrawsMerged++;
	}
	else if (mergeBack == -1 && mergeForward != -1)
	{
		tess.multiDrawNumIndexes[mergeForward] += numIndexes;
		tess.multiDrawFirstIndex[mergeForward]  = firstIndexOffset;
		tess.multiDrawMinIndex[mergeForward] = MIN(tess.multiDrawMinIndex[mergeForward], minIndex);
		tess.multiDrawMaxIndex[mergeForward] = MAX(tess.multiDrawMaxIndex[mergeForward], maxIndex);
		backEnd.pc.c_multidrawsMerged++;
	}
	else if (mergeBack != -1 && mergeForward != -1)
	{
		tess.multiDrawNumIndexes[mergeBack] += numIndexes + tess.multiDrawNumIndexes[mergeForward];
		tess.multiDrawMinIndex[mergeBack] = MIN(tess.multiDrawMinIndex[mergeBack], MIN(tess.multiDrawMinIndex[mergeForward], minIndex));
		tess.multiDrawMaxIndex[mergeBack] = MAX(tess.multiDrawMaxIndex[mergeBack], MAX(tess.multiDrawMaxIndex[mergeForward], maxIndex));
		tess.multiDrawPrimitives--;

		if (mergeForward != tess.multiDrawPrimitives)
		{
			tess.multiDrawNumIndexes[mergeForward] = tess.multiDrawNumIndexes[tess.multiDrawPrimitives];
			tess.multiDrawFirstIndex[mergeForward] = tess.multiDrawFirstIndex[tess.multiDrawPrimitives];
			tess.multiDrawMinIndex[mergeForward] = tess.multiDrawMinIndex[tess.multiDrawPrimitives];
			tess.multiDrawMaxIndex[mergeForward] = tess.multiDrawMaxIndex[tess.multiDrawPrimitives];
		}
		backEnd.pc.c_multidrawsMerged += 2;
	}
	else //if (mergeBack == -1 && mergeForward == -1)
	{
		tess.multiDrawNumIndexes[tess.multiDrawPrimitives] = numIndexes;
		tess.multiDrawFirstIndex[tess.multiDrawPrimitives] = firstIndexOffset;
		tess.multiDrawMinIndex[tess.multiDrawPrimitives] = minIndex;
		tess.multiDrawMaxIndex[tess.multiDrawPrimitives] = maxIndex;
		tess.multiDrawPrimitives++;
	}

	backEnd.pc.c_multidraws++;

	tess.numIndexes  += numIndexes;
	tess.numVertexes += numVerts;

	return qtrue;
}