- float cur_x = (1.0f-t)*base_x0 + t*base_x1;
-
- v3f sc, sa, sb, down;
- v3_muladds( p, right, cur_x, sc );
- v3_muladds( sc, up, 1.5f, sc );
- v3_muladds( sc, right, 0.45f, sa );
- v3_muladds( sc, right, -0.45f, sb );
- v3_muls( up, -1.0f, down );
+ float cur_x = (1.0f-t)*base_x0 + t*base_x1;
+
+ v3f sc, sa, sb, down;
+ v3_muladds( p, right, cur_x, sc );
+ v3_muladds( sc, up, 1.5f, sc );
+ v3_muladds( sc, right, 0.45f, sa );
+ v3_muladds( sc, right, -0.45f, sb );
+ v3_muls( up, -1.0f, down );
+
+ 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;