Пример #1
0
void RotateTextures(int nAxis, float fDeg, vec3_t vOrigin)
{
	for (brush_t* b=selected_brushes.next ; b != &selected_brushes ; b=b->next)
	{
    for (face_t* f=b->brush_faces ; f ; f=f->next)
		{
      RotateFaceTexture(f, nAxis, fDeg);
      Brush_Build(b, false);
    }
    Brush_Build(b, false);
	}
}
Пример #2
0
void RotateTextures( int nAxis, float fDeg, vec3_t vOrigin )
{
	for ( brush_s* b = selected_brushes.next ; b != &selected_brushes ; b = b->next )
	{
		for ( face_s* f = b->brush_faces ; f ; f = f->next )
		{
			if ( g_qeglobals.m_bBrushPrimitMode )
				RotateFaceTexture_BrushPrimit( f, nAxis, fDeg, vOrigin );
			else
				RotateFaceTexture( f, nAxis, fDeg );
			//++timo removed that call .. works fine .. ???????
			//          Brush_Build(b, false);
		}
		Brush_Build( b, false );
	}
}