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); } }
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 ); } }