public void FromUnsafe(Q3BspFaceUnsafe s, Q3BspVertex [] vertices) { texture = s.texture; effect = s.effect; type = ( Q3BspFaceType )s.type; vertex = s.vertex; n_vertexes = s.n_vertexes; meshvert = s.meshvert; n_meshverts = s.n_meshverts; n_triangles = s.n_meshverts / 3; lm_index = s.lm_index; lm_start = new int [2]; lm_size = new int [2]; lm_vecs = new Vector3 [2]; unsafe { lm_start [0] = s.lm_start [0]; lm_start [1] = s.lm_start [1]; lm_size [0] = s.lm_size [0]; lm_size [1] = s.lm_size [1]; lm_origin = new Vector3(s.lm_origin [0], s.lm_origin [2], s.lm_origin [1]); lm_vecs [0] = new Vector3(s.lm_vecs [0], s.lm_vecs [1], s.lm_vecs [2]); lm_vecs [1] = new Vector3(s.lm_vecs [3], s.lm_vecs [4], s.lm_vecs [5]); // swapping axes normal = new Vector3(s.normal [0], s.normal [2], s.normal [1]); width = s.size [0]; height = s.size [1]; } if (type == Q3BspFaceType.Patch) { Q3BspPatch q3patch = new Q3BspPatch(); int patch_size_x = (width - 1) / 2; int patch_size_y = (height - 1) / 2; int num_bezier_patches = patch_size_y * patch_size_x; q3patch.size = num_bezier_patches; q3patch.bezier = new Q3BezierPatch [q3patch.size]; int patchIndex = 0; int ii, n, j, nn; for (ii = 0, n = 0; n < patch_size_x; n++, ii = 2 * n) { for (j = 0, nn = 0; nn < patch_size_y; nn++, j = 2 * nn) { Q3BezierPatch bezier = new Q3BezierPatch(); for (int ctr = 0, index = 0; ctr < 3; ctr++) { int pos = ctr * width; int vIdx = vertex + ii + width * j + pos; bezier.controls [index++] = vertices [vIdx].Copy(); bezier.controls [index++] = vertices [vIdx + 1].Copy(); bezier.controls [index++] = vertices [vIdx + 2].Copy(); } bezier.Tessellate(5); q3patch.bezier [patchIndex] = bezier; patchIndex++; } } patch = q3patch; } }