===============
*/
static void Mod_Print (void);
+static void Mod_Precache (void);
void Mod_Init (void)
{
Mod_BrushInit();
Mod_SpriteInit();
Cmd_AddCommand ("modellist", Mod_Print);
+ Cmd_AddCommand ("modelprecache", Mod_Precache);
}
void Mod_RenderInit(void)
Loads a model
==================
*/
-static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
{
+ int num;
unsigned int crc;
void *buf;
{
if (checkdisk)
{
- buf = COM_LoadFile (mod->name, false);
+ buf = FS_LoadFile (mod->name, false);
if (!buf)
{
if (crash)
return NULL;
}
- crc = CRC_Block(buf, com_filesize);
+ crc = CRC_Block(buf, fs_filesize);
}
else
crc = mod->crc;
if (!buf)
{
- buf = COM_LoadFile (mod->name, false);
+ buf = FS_LoadFile (mod->name, false);
if (!buf)
{
if (crash)
Host_Error ("Mod_LoadModel: %s not found", mod->name);
return NULL;
}
- crc = CRC_Block(buf, com_filesize);
+ crc = CRC_Block(buf, fs_filesize);
}
// allocate a new model
// LordHavoc: unload the existing model in this slot (if there is one)
Mod_UnloadModel(mod);
mod->isworldmodel = isworldmodel;
- mod->needload = false;
mod->used = true;
mod->crc = crc;
- // errors can prevent the corresponding mod->error = false;
- mod->error = true;
+ // errors can prevent the corresponding mod->needload = false;
+ mod->needload = true;
// all models use memory, so allocate a memory pool
mod->mempool = Mem_AllocPool(mod->name);
mod->texturepool = R_AllocTexturePool();
// call the apropriate loader
- if (!memcmp(buf, "IDPO" , 4)) Mod_LoadQ1AliasModel(mod, buf);
- else if (!memcmp(buf, "IDP2" , 4)) Mod_LoadQ2AliasModel(mod, buf);
- else if (!memcmp(buf, "IDP3" , 4)) Mod_LoadQ3AliasModel(mod, buf);
- else if (!memcmp(buf, "ZYMOTIC" , 7)) Mod_LoadZymoticModel(mod, buf);
- else if (!memcmp(buf, "IDSP" , 4)) Mod_LoadSpriteModel (mod, buf);
- else Mod_LoadBrushModel (mod, buf);
+ num = LittleLong(*((int *)buf));
+ if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
+ else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
+ else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
+ else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
+ else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
+ else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
+ else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
+ else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
+ else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
Mem_Free(buf);
// no errors occurred
- mod->error = false;
+ mod->needload = false;
return mod;
}
-void Mod_CheckLoaded (model_t *mod)
+void Mod_CheckLoaded(model_t *mod)
{
if (mod)
{
Mod_ClearAll
===================
*/
-void Mod_ClearAll (void)
+void Mod_ClearAll(void)
{
}
-void Mod_ClearErrorModels (void)
-{
- int i;
- model_t *mod;
-
- for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
- if (mod->error)
- Mod_FreeModel(mod);
-}
-
void Mod_ClearUsed(void)
{
int i;
==================
*/
-model_t *Mod_FindName (const char *name)
+model_t *Mod_FindName(const char *name)
{
int i;
model_t *mod, *freemod;
==================
*/
-void Mod_TouchModel (const char *name)
+void Mod_TouchModel(const char *name)
{
model_t *mod;
- mod = Mod_FindName (name);
+ mod = Mod_FindName(name);
mod->used = true;
}
Loads in a model for the given name
==================
*/
-model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
{
- return Mod_LoadModel (Mod_FindName (name), crash, checkdisk, isworldmodel);
+ return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
}
qbyte *mod_base;
Mod_Print
================
*/
-static void Mod_Print (void)
+static void Mod_Print(void)
{
int i;
model_t *mod;
Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
}
+/*
+================
+Mod_Precache
+================
+*/
+static void Mod_Precache(void)
+{
+ if (Cmd_Argc() == 2)
+ Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
+ else
+ Con_Printf("usage: modelprecache <filename>\n");
+}
+
int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
{
int i, match, count;
Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
}
-/*
-a note on the cost of executing this function:
-per triangle: 188 (83 42 13 45 4 1)
-assignments: 83 (20 3 3 3 1 4 4 1 3 4 3 4 30)
-adds: 42 (2 2 2 2 3 2 2 27)
-subtracts: 13 (3 3 3 1 3)
-multiplies: 45 (6 3 6 6 3 3 6 6 6)
-rsqrts: 4 (1 1 1 1)
-compares: 1 (1)
-per vertex: 39 (12 6 18 3)
-assignments: 12 (4 4 4)
-adds: 6 (2 2 2)
-multiplies: 18 (6 6 6)
-rsqrts: 3 (1 1 1)
-*/
-
-void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals)
+// warning: this is an expensive function!
+void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
{
- int i, tnum, voffset;
- float vert[3][4], vec[3][4], sdir[3], tdir[3], normal[3], f, *v;
+ int i, tnum;
+ float sdir[3], tdir[3], normal[3], f, *v;
const int *e;
// clear the vectors
- memset(svectors, 0, numverts * sizeof(float[4]));
- memset(tvectors, 0, numverts * sizeof(float[4]));
- memset(normals, 0, numverts * sizeof(float[4]));
+ if (svector3f)
+ memset(svector3f, 0, numverts * sizeof(float[3]));
+ if (tvector3f)
+ memset(tvector3f, 0, numverts * sizeof(float[3]));
+ if (normal3f)
+ memset(normal3f, 0, numverts * sizeof(float[3]));
// process each vertex of each triangle and accumulate the results
for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
{
// calculate texture matrix for triangle
- // 20 assignments
- voffset = e[0] * 4;
- vert[0][0] = vertex[voffset+0];
- vert[0][1] = vertex[voffset+1];
- vert[0][2] = vertex[voffset+2];
- vert[0][3] = texcoord[voffset];
- voffset = e[1] * 4;
- vert[1][0] = vertex[voffset+0];
- vert[1][1] = vertex[voffset+1];
- vert[1][2] = vertex[voffset+2];
- vert[1][3] = texcoord[voffset];
- voffset = e[2] * 4;
- vert[2][0] = vertex[voffset+0];
- vert[2][1] = vertex[voffset+1];
- vert[2][2] = vertex[voffset+2];
- vert[2][3] = texcoord[voffset];
+ // and then accumulate matrix onto verts used by triangle
+#if 0
// 3 assignments, 3 subtracts
- VectorSubtract(vert[1], vert[0], vec[0]);
+ VectorSubtract(vertex3f + e[1] * 3, vertex3f + e[0] * 3, edgedir1);
// 3 assignments, 3 subtracts
- VectorSubtract(vert[2], vert[0], vec[1]);
+ VectorSubtract(vertex3f + e[2] * 3, vertex3f + e[0] * 3, edgedir2);
// 3 assignments, 3 subtracts, 6 multiplies
- CrossProduct(vec[0], vec[1], normal);
+ CrossProduct(edgedir1, edgedir2, normal);
+#else
+ // 3 assignments, 15 subtracts, 6 multiplies
+ normal[0] = (vertex3f[e[1] * 3 + 1] - vertex3f[e[0] * 3 + 1]) * (vertex3f[e[2] * 3 + 2] - vertex3f[e[0] * 3 + 2]) - (vertex3f[e[1] * 3 + 2] - vertex3f[e[0] * 3 + 2]) * (vertex3f[e[2] * 3 + 1] - vertex3f[e[0] * 3 + 1]);
+ normal[1] = (vertex3f[e[1] * 3 + 2] - vertex3f[e[0] * 3 + 2]) * (vertex3f[e[2] * 3 + 0] - vertex3f[e[0] * 3 + 0]) - (vertex3f[e[1] * 3 + 0] - vertex3f[e[0] * 3 + 0]) * (vertex3f[e[2] * 3 + 2] - vertex3f[e[0] * 3 + 2]);
+ normal[2] = (vertex3f[e[1] * 3 + 0] - vertex3f[e[0] * 3 + 0]) * (vertex3f[e[2] * 3 + 1] - vertex3f[e[0] * 3 + 1]) - (vertex3f[e[1] * 3 + 1] - vertex3f[e[0] * 3 + 1]) * (vertex3f[e[2] * 3 + 0] - vertex3f[e[0] * 3 + 0]);
+#endif
+
// 1 assignment, 2 adds, 3 multiplies, 1 compare
- if (DotProduct(normal, normal) >= 0.001)
+ f = DotProduct(normal, normal);
+ if (f >= 0.001)
{
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(normal);
- sdir[0] = (vert[1][3] - vert[0][3]) * (vert[2][0] - vert[0][0]) - (vert[2][3] - vert[0][3]) * (vert[1][0] - vert[0][0]);
- sdir[1] = (vert[1][3] - vert[0][3]) * (vert[2][1] - vert[0][1]) - (vert[2][3] - vert[0][3]) * (vert[1][1] - vert[0][1]);
- sdir[2] = (vert[1][3] - vert[0][3]) * (vert[2][2] - vert[0][2]) - (vert[2][3] - vert[0][3]) * (vert[1][2] - vert[0][2]);
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(sdir);
- // 1 assignments, 1 negates, 2 adds, 3 multiplies
- f = -DotProduct(sdir, normal);
- // 3 assignments, 3 adds, 3 multiplies
- VectorMA(sdir, f, normal, sdir);
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(sdir);
- // 3 assignments, 3 subtracts, 6 multiplies
- CrossProduct(sdir, normal, tdir);
- // this is probably not necessary
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(tdir);
- // accumulate matrix onto verts used by triangle
- // 30 assignments, 27 adds
- for (i = 0;i < 3;i++)
+ // 4 assignments, 1 divide, 1 sqrt, 3 multiplies
+ f = 1.0f / f;
+ VectorScale(normal, f, normal);
+ if (normal3f)
+ {
+ // 9 assignments, 9 adds
+ for (i = 0;i < 3;i++)
+ {
+ normal3f[e[i]*3 ] += normal[0];
+ normal3f[e[i]*3+1] += normal[1];
+ normal3f[e[i]*3+2] += normal[2];
+ }
+ }
+ if (tvector3f || svector3f)
{
- voffset = e[i] * 4;
- svectors[voffset ] += sdir[0];
- svectors[voffset + 1] += sdir[1];
- svectors[voffset + 2] += sdir[2];
- tvectors[voffset ] += tdir[0];
- tvectors[voffset + 1] += tdir[1];
- tvectors[voffset + 2] += tdir[2];
- normals[voffset ] += normal[0];
- normals[voffset + 1] += normal[1];
- normals[voffset + 2] += normal[2];
+ // 3 assignments, 15 subtracts, 6 multiplies
+ tdir[0] = ((texcoord2f[e[1] * 2] - texcoord2f[e[0] * 2]) * (vertex3f[e[2]*3+0] - vertex3f[e[0]*3+0]) - (texcoord2f[e[2] * 2] - texcoord2f[e[0] * 2]) * (vertex3f[e[1]*3+0] - vertex3f[e[0]*3+0]));
+ tdir[1] = ((texcoord2f[e[1] * 2] - texcoord2f[e[0] * 2]) * (vertex3f[e[2]*3+1] - vertex3f[e[0]*3+1]) - (texcoord2f[e[2] * 2] - texcoord2f[e[0] * 2]) * (vertex3f[e[1]*3+1] - vertex3f[e[0]*3+1]));
+ tdir[2] = ((texcoord2f[e[1] * 2] - texcoord2f[e[0] * 2]) * (vertex3f[e[2]*3+2] - vertex3f[e[0]*3+2]) - (texcoord2f[e[2] * 2] - texcoord2f[e[0] * 2]) * (vertex3f[e[1]*3+2] - vertex3f[e[0]*3+2]));
+ // 1 assignments, 1 negates, 2 adds, 3 multiplies
+ f = -DotProduct(tdir, normal);
+ // 3 assignments, 3 adds, 3 multiplies
+ VectorMA(tdir, f, normal, tdir);
+ // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
+ VectorNormalize(tdir);
+ if (tvector3f)
+ {
+ // 9 assignments, 9 adds
+ for (i = 0;i < 3;i++)
+ {
+ tvector3f[e[i]*3 ] += tdir[0];
+ tvector3f[e[i]*3+1] += tdir[1];
+ tvector3f[e[i]*3+2] += tdir[2];
+ }
+ }
+ if (svector3f)
+ {
+ // 3 assignments, 3 subtracts, 6 multiplies
+ CrossProduct(normal, tdir, sdir);
+ // 9 assignments, 9 adds
+ for (i = 0;i < 3;i++)
+ {
+ svector3f[e[i]*3 ] += sdir[0];
+ svector3f[e[i]*3+1] += sdir[1];
+ svector3f[e[i]*3+2] += sdir[2];
+ }
+ }
}
}
}
// now we could divide the vectors by the number of averaged values on
// each vertex... but instead normalize them
- for (i = 0, v = svectors;i < numverts;i++, v += 4)
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(v);
- for (i = 0, v = tvectors;i < numverts;i++, v += 4)
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(v);
- for (i = 0, v = normals;i < numverts;i++, v += 4)
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(v);
+ // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
+ if (svector3f)
+ for (i = 0, v = svector3f;i < numverts;i++, v += 3)
+ VectorNormalize(v);
+ // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
+ if (tvector3f)
+ for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
+ VectorNormalize(v);
+ // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
+ if (normal3f)
+ for (i = 0, v = normal3f;i < numverts;i++, v += 3)
+ VectorNormalize(v);
}
shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts)
{
shadowmesh_t *mesh;
- mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[4]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3]) + SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t));
+ mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[3]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3]) + SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t));
mesh->maxverts = maxverts;
mesh->maxtriangles = maxverts;
mesh->numverts = 0;
mesh->numtriangles = 0;
- mesh->verts = (float *)(mesh + 1);
- mesh->elements = (int *)(mesh->verts + mesh->maxverts * 4);
- mesh->neighbors = (int *)(mesh->elements + mesh->maxtriangles * 3);
- mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbors + mesh->maxtriangles * 3);
+ mesh->vertex3f = (float *)(mesh + 1);
+ mesh->element3i = (int *)(mesh->vertex3f + mesh->maxverts * 3);
+ mesh->neighbor3i = (int *)(mesh->element3i + mesh->maxtriangles * 3);
+ mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbor3i + mesh->maxtriangles * 3);
mesh->vertexhashentries = (shadowmeshvertexhash_t *)(mesh->vertexhashtable + SHADOWMESHVERTEXHASH);
return mesh;
}
shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh)
{
shadowmesh_t *newmesh;
- newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[4]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3]));
+ newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[3]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3]));
newmesh->maxverts = newmesh->numverts = oldmesh->numverts;
newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles;
- newmesh->verts = (float *)(newmesh + 1);
- newmesh->elements = (int *)(newmesh->verts + newmesh->maxverts * 4);
- newmesh->neighbors = (int *)(newmesh->elements + newmesh->maxtriangles * 3);
- memcpy(newmesh->verts, oldmesh->verts, newmesh->numverts * sizeof(float[4]));
- memcpy(newmesh->elements, oldmesh->elements, newmesh->numtriangles * sizeof(int[3]));
- memcpy(newmesh->neighbors, oldmesh->neighbors, newmesh->numtriangles * sizeof(int[3]));
+ newmesh->vertex3f = (float *)(newmesh + 1);
+ newmesh->element3i = (int *)(newmesh->vertex3f + newmesh->maxverts * 3);
+ newmesh->neighbor3i = (int *)(newmesh->element3i + newmesh->maxtriangles * 3);
+ memcpy(newmesh->vertex3f, oldmesh->vertex3f, newmesh->numverts * sizeof(float[3]));
+ memcpy(newmesh->element3i, oldmesh->element3i, newmesh->numtriangles * sizeof(int[3]));
+ memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, newmesh->numtriangles * sizeof(int[3]));
return newmesh;
}
hashindex = (int) (v[0] * 3 + v[1] * 5 + v[2] * 7) % SHADOWMESHVERTEXHASH;
for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
{
- m = mesh->verts + (hash - mesh->vertexhashentries) * 4;
+ m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
if (m[0] == v[0] && m[1] == v[1] && m[2] == v[2])
return hash - mesh->vertexhashentries;
}
hash = mesh->vertexhashentries + mesh->numverts;
hash->next = mesh->vertexhashtable[hashindex];
mesh->vertexhashtable[hashindex] = hash;
- m = mesh->verts + (hash - mesh->vertexhashentries) * 4;
+ m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
VectorCopy(v, m);
mesh->numverts++;
return mesh->numverts - 1;
mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, 1));
mesh = mesh->next;
}
- mesh->elements[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vert0);
- mesh->elements[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vert1);
- mesh->elements[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vert2);
+ mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vert0);
+ mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vert1);
+ mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vert2);
mesh->numtriangles++;
}
*/
}
-void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts, int numtris, int *elements)
+void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, float *verts, int numtris, int *elements)
{
int i;
for (i = 0;i < numtris;i++, elements += 3)
- Mod_ShadowMesh_AddTriangle(mempool, mesh, verts + elements[0] * 4, verts + elements[1] * 4, verts + elements[2] * 4);
+ Mod_ShadowMesh_AddTriangle(mempool, mesh, verts + elements[0] * 3, verts + elements[1] * 3, verts + elements[2] * 3);
}
shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles)
//Con_Printf("mesh\n");
//for (i = 0;i < newmesh->numtriangles;i++)
// Con_Printf("tri %d %d %d\n", newmesh->elements[i * 3 + 0], newmesh->elements[i * 3 + 1], newmesh->elements[i * 3 + 2]);
- Mod_ValidateElements(newmesh->elements, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__);
- Mod_BuildTriangleNeighbors(newmesh->neighbors, newmesh->elements, newmesh->numtriangles);
+ Mod_ValidateElements(newmesh->element3i, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__);
+ Mod_BuildTriangleNeighbors(newmesh->neighbor3i, newmesh->element3i, newmesh->numtriangles);
}
Mem_Free(mesh);
}
{
if (mesh == firstmesh)
{
- VectorCopy(mesh->verts, nmins);
- VectorCopy(mesh->verts, nmaxs);
+ VectorCopy(mesh->vertex3f, nmins);
+ VectorCopy(mesh->vertex3f, nmaxs);
}
- for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
+ for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
{
if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
nradius2 = 0;
for (mesh = firstmesh;mesh;mesh = mesh->next)
{
- for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
+ for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
{
VectorSubtract(v, ncenter, temp);
dist2 = DotProduct(temp, temp);
}
static int detailtexturecycle = 0;
-int Mod_LoadSkinFrame (skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
+int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
{
imageskin_t s;
memset(skinframe, 0, sizeof(*skinframe));
return true;
}
-int Mod_LoadSkinFrame_Internal (skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
+int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
{
qbyte *temp1, *temp2;
memset(skinframe, 0, sizeof(*skinframe));
}
else
{
- skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all but fullbrights
+ skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
if (loadpantsandshirt)
{
skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants