add and use BasicVector3.vec2()
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@@ -1239,9 +1239,7 @@ void Patch::ProjectTexture( TextureProjection projection, const Vector3& normal
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for ( PatchControlIter i = m_ctrl.data(); i != m_ctrl.data() + m_ctrl.size(); ++i )
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{
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Vector3 texcoord = matrix4_transformed_point( local2tex, ( *i ).m_vertex );
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( *i ).m_texcoord[0] = texcoord[0];
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( *i ).m_texcoord[1] = texcoord[1];
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( *i ).m_texcoord = matrix4_transformed_point( local2tex, ( *i ).m_vertex ).vec2();
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}
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controlPointsChanged();
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@@ -1256,9 +1254,7 @@ void Patch::ProjectTexture( const texdef_t& texdef, const Vector3* direction ){
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for ( PatchControlIter i = m_ctrl.data(); i != m_ctrl.data() + m_ctrl.size(); ++i )
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{
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Vector3 texcoord = matrix4_transformed_point( local2tex, ( *i ).m_vertex );
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( *i ).m_texcoord[0] = texcoord[0];
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( *i ).m_texcoord[1] = texcoord[1];
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( *i ).m_texcoord = matrix4_transformed_point( local2tex, ( *i ).m_vertex ).vec2();
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}
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controlPointsChanged();
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