private void ReadVertexes() { // Calc how many verts there are, them rip them into the vertexLump BSP.BaseStream.Seek(header.Directory [10].Offset, SeekOrigin.Begin); // A vertex is 44 bytes, so use that to calc how many there are using the lump length from the header int vertCount = header.Directory [10].Length / 44; vertexLump = new VertexLump(vertCount); for (int i = 0; i < vertCount; i++) { vertexLump.Verts [i] = new Vertex(new Vector3(BSP.ReadSingle(), BSP.ReadSingle(), BSP.ReadSingle()), BSP.ReadSingle(), BSP.ReadSingle(), BSP.ReadSingle(), BSP.ReadSingle(), new Vector3(BSP.ReadSingle(), BSP.ReadSingle(), BSP.ReadSingle()), BSP.ReadBytes(4)); } }
private void ReadVertexes() { // Calc how many verts there are, them rip them into the vertexLump BSP.BaseStream.Seek(header.Directory [10].Offset, SeekOrigin.Begin); // A vertex is 44 bytes, so use that to calc how many there are using the lump length from the header int vertCount = header.Directory [10].Length / 44; vertexLump = new VertexLump(vertCount); for (int i = 0; i < vertCount; i++) { vertexLump.Verts [i] = new Vertex(new Vector3(BSP.ReadSingle(), BSP.ReadSingle(), BSP.ReadSingle()), BSP.ReadSingle(), BSP.ReadSingle(), BSP.ReadSingle(), BSP.ReadSingle(), new Vector3(BSP.ReadSingle(), BSP.ReadSingle(), BSP.ReadSingle()), BSP.ReadBytes(4)); } }