if (whichtri != -1) {
// low level geometry math
p0 = colpoint;
- p1 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[0]];
- p2 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[1]];
- p3 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[2]];
+ p1 = skeleton.drawmodel.getTriangleVertex(whichtri, 0);
+ p2 = skeleton.drawmodel.getTriangleVertex(whichtri, 1);
+ p3 = skeleton.drawmodel.getTriangleVertex(whichtri, 2);
bary.x = distsq(&p0, &p1);
bary.y = distsq(&p0, &p2);
if (playerdetail) {
for (unsigned int i = 0; i < skeleton.drawmodel.Triangles.size(); i++) {
- XYZ &v0 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]];
- XYZ &v1 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]];
- XYZ &v2 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]];
+ const XYZ &v0 = skeleton.drawmodel.getTriangleVertex(i, 0);
+ const XYZ &v1 = skeleton.drawmodel.getTriangleVertex(i, 1);
+ const XYZ &v2 = skeleton.drawmodel.getTriangleVertex(i, 2);
glVertex3f(v0.x, v0.y, v0.z);
glVertex3f(v1.x, v1.y, v1.z);
glVertex3f(v1.x, v1.y, v1.z);