- ray_hit ha, hb;
- ha.dist = 8.0f;
- hb.dist = 8.0f;
- if(ray_world( sa, down, &ha ) &&
- ray_world( sb, down, &hb ))
- {
- mdl_vert va, vb;
-
- v3_muladds( ha.pos, up, 0.06f, va.co );
- v3_muladds( hb.pos, up, 0.06f, vb.co );
- v3_copy( up, va.norm );
- v3_copy( up, vb.norm );
- v2_zero( va.uv );
- v2_zero( vb.uv );
-
- scene_push_vert( &r->scene_lines, &va );
- scene_push_vert( &r->scene_lines, &vb );
-
- if( last_valid )
- {
- /* Connect them with triangles */
- scene_push_tri( &r->scene_lines, (u32[3]){
- last_valid+0-2, last_valid+1-2, last_valid+2-2} );
- scene_push_tri( &r->scene_lines, (u32[3]){
- last_valid+1-2, last_valid+3-2, last_valid+2-2} );
- }
-
- last_valid = r->scene_lines.vertex_count;
- }
- else
- last_valid = 0;
+ v3_muladds( ha.pos, up, 0.06f, va.co );
+ v3_muladds( hb.pos, up, 0.06f, vb.co );
+ v3_copy( up, va.norm );
+ v3_copy( up, vb.norm );
+ v2_zero( va.uv );
+ v2_zero( vb.uv );