#define ALIASTYPE_ALIAS 1
#define ALIASTYPE_ZYM 2
-extern void Mod_LoadQ1AliasModel (struct model_s *mod, void *buffer);
-extern void Mod_LoadQ2AliasModel (struct model_s *mod, void *buffer);
-extern void Mod_LoadQ3AliasModel (struct model_s *mod, void *buffer);
+extern void Mod_IDP0_Load(struct model_s *mod, void *buffer);
+extern void Mod_IDP2_Load(struct model_s *mod, void *buffer);
+extern void Mod_IDP3_Load(struct model_s *mod, void *buffer);
extern void Mod_AliasInit(void);
}
md3modelheader_t;
-// LordHavoc: all quake series 'alias' models (mdl, md2, md3) are converted to this vertex format
-typedef struct aliasvertex_s
-{
- // location
- float origin[3];
- // surface normal
- float normal[3];
- // S texture vector
- float svector[3];
-}
-aliasvertex_t;
-
// this layer is fog (completely specialized behavior, automatic NODRAW_IF_NOTFOGGED behavior)
#define ALIASLAYER_FOG 1
// apply diffuse lighting
int *data_element3i;
int *data_neighbor3i;
float *data_texcoord2f;
- aliasvertex_t *data_aliasvertex;
+ float *data_aliasvertex3f;
+ float *data_aliassvector3f;
+ float *data_aliastvector3f;
+ float *data_aliasnormal3f;
}
aliasmesh_t;
+typedef struct aliastag_s
+{
+ char name[MD3NAME];
+ matrix4x4_t matrix;
+}
+aliastag_t;
+
+
#endif