float aliasbboxmin[3], aliasbboxmax[3]; // LordHavoc: proper bounding box considerations
-#define MAXVERTS 8192
-float vertst[MAXVERTS][2];
-int vertusage[MAXVERTS];
-int vertonseam[MAXVERTS];
-int vertremap[MAXVERTS];
-unsigned short temptris[MAXVERTS][3];
+float vertst[MAXALIASVERTS][2];
+int vertusage[MAXALIASVERTS];
+int vertonseam[MAXALIASVERTS];
+int vertremap[MAXALIASVERTS];
+unsigned short temptris[MAXALIASTRIS][3];
void Mod_ConvertAliasVerts (int inverts, vec3_t scale, vec3_t translate, trivertx_t *v, trivertx_t *out)
{
}
}
if (invalidnormals)
- Con_Printf("Mod_ConvertAliasVerts: %i invalid normal indices found\n", invalidnormals);
+ Con_Printf("Mod_ConvertAliasVerts: \"%s\", %i invalid normal indices found\n", loadname, invalidnormals);
}
/*
numverts = LittleLong(pinmodel->numverts);
BOUNDI(numverts,0,MAXALIASVERTS);
numtris = LittleLong(pinmodel->numtris);
- BOUNDI(numtris,0,65536);
+ BOUNDI(numtris,0,MAXALIASTRIS);
numskins = LittleLong(pinmodel->numskins);
BOUNDI(numskins,0,256);
skinwidth = LittleLong (pinmodel->skinwidth);
}
}
if (invalidnormals)
- Con_Printf("Mod_ConvertQ2AliasVerts: %i invalid normal indices found\n", invalidnormals);
+ Con_Printf("Mod_ConvertQ2AliasVerts: \"%s\", %i invalid normal indices found\n", loadname, invalidnormals);
}
/*
}
mod->ofs_scenes = (int) animscenes - pbase;
-// zymlump_t lump_poses; // float pose[numposes][numbones][6]; // animation data
+// zymlump_t lump_poses; // float pose[numposes][numbones][3][4]; // animation data
swapintblock((void *) (pheader->lump_poses.start + pbase), pheader->lump_poses.length);
// zymlump_t lump_bones; // zymbone_t bone[numbones];
// zymlump_t lump_texcoords; // float texcoords[numvertices][2];
swapintblock((void *) (pheader->lump_texcoords.start + pbase), pheader->lump_texcoords.length);
-// zymlump_t lump_render; // int renderlist[rendersize]; // sorted by shader with run lengths (int shader, count), each run can be used with glDrawElements (each triangle is 3 int indices)
+// zymlump_t lump_render; // int renderlist[rendersize]; // sorted by shader with run lengths (int count), shaders are sequentially used, each run can be used with glDrawElements (each triangle is 3 int indices)
swapintblock((void *) (pheader->lump_render.start + pbase), pheader->lump_render.length);
// zymlump_t lump_shaders; // char shadername[numshaders][32]; // shaders used on this model