static void mod_start(void)
{
int i, count;
- int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
dp_model_t *mod;
SCR_PushLoadingScreen(false, "Loading models", 1.0);
static void mod_shutdown(void)
{
int i;
- int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
dp_model_t *mod;
for (i = 0;i < nummodels;i++)
{
msurface_t *surface;
int i, j, k, surfacenum, ssize, tsize;
- int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
dp_model_t *mod;
for (i = 0;i < nummodels;i++)
void Mod_ClearUsed(void)
{
int i;
- int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
dp_model_t *mod;
for (i = 0;i < nummodels;i++)
if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
void Mod_PurgeUnused(void)
{
int i;
- int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
dp_model_t *mod;
for (i = 0;i < nummodels;i++)
{
// if we're not dedicatd, the renderer calls will crash without video
Host_StartVideo();
- nummodels = Mem_ExpandableArray_IndexRange(&models);
+ nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
if (!name[0])
Host_Error ("Mod_ForName: empty name");
void Mod_Reload(void)
{
int i, count;
- int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
dp_model_t *mod;
SCR_PushLoadingScreen(false, "Reloading models", 1.0);
static void Mod_Print(void)
{
int i;
- int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
dp_model_t *mod;
Con_Print("Loaded models:\n");
// other hand animated models don't use a lot of vertices anyway...
if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
{
- size_t size;
+ int size;
unsigned char *mem;
size = 0;
mesh->vbooffset_vertexmesh = size;if (mesh->vertexmesh ) size += mesh->numverts * sizeof(r_vertexmesh_t);
unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
q3shader_hash_entry_t* lastEntry = NULL;
- while (entry != NULL)
+ do
{
if (strcasecmp (entry->shader.name, shader->name) == 0)
{
lastEntry = entry;
entry = entry->chain;
}
+ while (entry != NULL);
if (entry == NULL)
{
if (lastEntry->shader.name[0] != 0)
break;
}
// name
- j = strlen(com_token)+1;
+ j = (int)strlen(com_token)+1;
custsurfaceparmnames[numcustsurfaceflags] = (char *)Mem_Alloc(tempmempool, j);
strlcpy(custsurfaceparmnames[numcustsurfaceflags], com_token, j+1);
// value
if (!name)
name = "";
strlcpy(texture->name, name, sizeof(texture->name));
+ texture->basealpha = 1.0f;
shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
texflagsmask = ~0;
{
if(texture->skinframes[0]->hasalpha)
texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+ if (texture->q2contents)
+ texture->supercontents = Mod_Q2BSP_SuperContentsFromNativeContents(loadmodel, texture->q2contents);
}
else
success = false;
// other hand animated models don't use a lot of vertices anyway...
if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
{
- size_t size;
+ int size;
unsigned char *mem;
size = 0;
loadmodel->surfmesh.vbooffset_vertexmesh = size;if (loadmodel->surfmesh.data_vertexmesh ) size += loadmodel->surfmesh.num_vertices * sizeof(r_vertexmesh_t);
{
// individual frame
// check for additional frames with same name
- for (l = 0, k = strlen(animname);animname[l];l++)
+ for (l = 0, k = (int)strlen(animname);animname[l];l++)
if(animname[l] < '0' || animname[l] > '9')
k = l + 1;
if(k > 0 && animname[k-1] == '_')
for (j = i + 1;j < mod->numframes;j++)
{
strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
- for (l = 0, k = strlen(animname2);animname2[l];l++)
+ for (l = 0, k = (int)strlen(animname2);animname2[l];l++)
if(animname2[l] < '0' || animname2[l] > '9')
k = l + 1;
if(k > 0 && animname[k-1] == '_')