loadmodel->modeldatatypestring = "MDL";
loadmodel->type = mod_alias;
- loadmodel->DrawSky = NULL;
- loadmodel->DrawAddWaterPlanes = NULL;
loadmodel->Draw = R_Mod_Draw;
loadmodel->DrawDepth = R_Mod_DrawDepth;
loadmodel->DrawDebug = R_Mod_DrawDebug;
loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
}
-
- // because shaders can do somewhat unexpected things, check for unusual features now
- for (i = 0;i < loadmodel->num_textures;i++)
- {
- if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY))
- mod->DrawSky = R_Mod_DrawSky;
- if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
- mod->DrawAddWaterPlanes = R_Mod_DrawAddWaterPlanes;
- }
}
void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
loadmodel->modeldatatypestring = "MD2";
loadmodel->type = mod_alias;
- loadmodel->DrawSky = NULL;
- loadmodel->DrawAddWaterPlanes = NULL;
loadmodel->Draw = R_Mod_Draw;
loadmodel->DrawDepth = R_Mod_DrawDepth;
loadmodel->DrawDebug = R_Mod_DrawDebug;
loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
}
-
- // because shaders can do somewhat unexpected things, check for unusual features now
- for (i = 0;i < loadmodel->num_textures;i++)
- {
- if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY))
- mod->DrawSky = R_Mod_DrawSky;
- if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
- mod->DrawAddWaterPlanes = R_Mod_DrawAddWaterPlanes;
- }
}
void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
loadmodel->modeldatatypestring = "MD3";
loadmodel->type = mod_alias;
- loadmodel->DrawSky = NULL;
- loadmodel->DrawAddWaterPlanes = NULL;
loadmodel->Draw = R_Mod_Draw;
loadmodel->DrawDepth = R_Mod_DrawDepth;
loadmodel->DrawDebug = R_Mod_DrawDebug;
loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
}
-
- // because shaders can do somewhat unexpected things, check for unusual features now
- for (i = 0;i < loadmodel->num_textures;i++)
- {
- if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY))
- mod->DrawSky = R_Mod_DrawSky;
- if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
- mod->DrawAddWaterPlanes = R_Mod_DrawAddWaterPlanes;
- }
}
void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
return;
}
- loadmodel->DrawSky = NULL;
- loadmodel->DrawAddWaterPlanes = NULL;
loadmodel->Draw = R_Mod_Draw;
loadmodel->DrawDepth = R_Mod_DrawDepth;
loadmodel->DrawDebug = R_Mod_DrawDebug;
loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
}
-
- // because shaders can do somewhat unexpected things, check for unusual features now
- for (i = 0;i < loadmodel->num_textures;i++)
- {
- if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY))
- mod->DrawSky = R_Mod_DrawSky;
- if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
- mod->DrawAddWaterPlanes = R_Mod_DrawAddWaterPlanes;
- }
}
void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
return;
}
- loadmodel->DrawSky = NULL;
- loadmodel->DrawAddWaterPlanes = NULL;
loadmodel->Draw = R_Mod_Draw;
loadmodel->DrawDepth = R_Mod_DrawDepth;
loadmodel->DrawDebug = R_Mod_DrawDebug;
loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
}
-
- // because shaders can do somewhat unexpected things, check for unusual features now
- for (i = 0;i < loadmodel->num_textures;i++)
- {
- if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY))
- mod->DrawSky = R_Mod_DrawSky;
- if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
- mod->DrawAddWaterPlanes = R_Mod_DrawAddWaterPlanes;
- }
}
// no idea why PSK/PSA files contain weird quaternions but they do...
loadmodel->modeldatatypestring = "PSK";
loadmodel->type = mod_alias;
- loadmodel->DrawSky = NULL;
- loadmodel->DrawAddWaterPlanes = NULL;
loadmodel->Draw = R_Mod_Draw;
loadmodel->DrawDepth = R_Mod_DrawDepth;
loadmodel->DrawDebug = R_Mod_DrawDebug;
biggestorigin = max(biggestorigin, fabs(k->origin[2]));
}
loadmodel->num_posescale = biggestorigin / 32767.0f;
+ if (loadmodel->num_posescale == 0) // don't divide by zero
+ loadmodel->num_posescale = 1.0;
loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale;
// load the poses from the animkeys
biggestorigin = max(biggestorigin, fabs(p->basepose.origin[2]));
}
loadmodel->num_posescale = biggestorigin / 32767.0f;
+ if (loadmodel->num_posescale == 0) // don't divide by zero
+ loadmodel->num_posescale = 1.0;
loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale;
// load the basepose as a frame
loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
}
-
- // because shaders can do somewhat unexpected things, check for unusual features now
- for (i = 0;i < loadmodel->num_textures;i++)
- {
- if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY))
- mod->DrawSky = R_Mod_DrawSky;
- if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
- mod->DrawAddWaterPlanes = R_Mod_DrawAddWaterPlanes;
- }
}
void Mod_INTERQUAKEMODEL_Load(model_t *mod, void *buffer, void *bufferend)
text = header.num_text && header.ofs_text ? (const char *)(pbase + header.ofs_text) : "";
- loadmodel->DrawSky = NULL;
- loadmodel->DrawAddWaterPlanes = NULL;
loadmodel->Draw = R_Mod_Draw;
loadmodel->DrawDepth = R_Mod_DrawDepth;
loadmodel->DrawDebug = R_Mod_DrawDebug;
if (joint1 ) Mem_Free(joint1 );joint1 = NULL;
if (pose ) Mem_Free(pose );pose = NULL;
if (pose1 ) Mem_Free(pose1 );pose1 = NULL;
-
- // because shaders can do somewhat unexpected things, check for unusual features now
- for (i = 0;i < loadmodel->num_textures;i++)
- {
- if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY))
- mod->DrawSky = R_Mod_DrawSky;
- if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
- mod->DrawAddWaterPlanes = R_Mod_DrawAddWaterPlanes;
- }
}