bonepose = NULL;
}
-#if defined(__GNUC__) || (defined(_MSC_VER) && _MSC_VER >= 1400)
-#define RESTRICT __restrict
-#else
-#define RESTRICT
-#endif
-
void Mod_Skeletal_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
{
// vertex weighted skeletal
}
}
-void Mod_MD3_AnimateVertices(const dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
+void Mod_MD3_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
{
// vertex morph
int i, numblends, blendnum;
}
}
-void Mod_MDL_AnimateVertices(const dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
+void Mod_MDL_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
{
// vertex morph
int i, numblends, blendnum;
if (texture->currentskinframe->hasalpha)
texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
texture->currentmaterialflags = texture->basematerialflags;
+ texture->offsetmapping = OFFSETMAPPING_OFF;
+ texture->offsetscale = 1;
texture->specularscalemod = 1;
texture->specularpowermod = 1;
texture->surfaceflags = 0;