light: avoid c99 vla's, seems to be not supported on msvc
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e1bad1bbd6
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@ -500,7 +500,7 @@ static void CalcPointNormal(const bsp2_t *bsp, const bsp2_dface_t *face, plane_t
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// not in any triangle
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// not in any triangle
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{
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{
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plane_t edgeplanes[face->numedges];
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plane_t *edgeplanes = (plane_t *)calloc(face->numedges, sizeof(plane_t));
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Face_MakeInwardFacingEdgePlanes(bsp, face, edgeplanes);
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Face_MakeInwardFacingEdgePlanes(bsp, face, edgeplanes);
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for (int i=0; i<face->numedges; i++) {
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for (int i=0; i<face->numedges; i++) {
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vec_t dist = DotProduct(point, edgeplanes[i].normal) - edgeplanes[i].dist;
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vec_t dist = DotProduct(point, edgeplanes[i].normal) - edgeplanes[i].dist;
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@ -519,9 +519,12 @@ static void CalcPointNormal(const bsp2_t *bsp, const bsp2_dface_t *face, plane_t
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VectorScale(v2, t, norm);
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VectorScale(v2, t, norm);
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VectorMA(norm, 1-t, v1, norm);
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VectorMA(norm, 1-t, v1, norm);
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VectorNormalize(norm);
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VectorNormalize(norm);
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free(edgeplanes);
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return;
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return;
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}
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}
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}
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}
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free(edgeplanes);
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}
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}
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/*utterly crap, just for testing. just grab closest vertex*/
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/*utterly crap, just for testing. just grab closest vertex*/
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