]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
Model_*_AnimateVertices functions no longer write to NULL vertex3f
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 11 Sep 2009 09:42:12 +0000 (09:42 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 11 Sep 2009 09:42:12 +0000 (09:42 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9175 d7cf8633-e32d-0410-b094-e92efae38249

model_alias.c

index 952201121f24400c45cb03d75b416d9a2de01455..97d0cca1c078bda3b592aa8ca3b36666ee35e767 100644 (file)
@@ -94,6 +94,7 @@ void Mod_Skeletal_AnimateVertices(const dp_model_t *model, const frameblend_t *f
        // blend the vertex bone weights
        // special case for the extremely common wf[0] == 1 because it saves 3 multiplies per array when compared to the other case (w[0] is always 1 if only one bone controls this vertex, artists only use multiple bones for certain special cases)
        // special case for the first bone because it avoids the need to memset the arrays before filling
+       if (vertex3f)
        {
                const float *v = model->surfmesh.data_vertex3f;
                const int *wi = model->surfmesh.data_vertexweightindex4i;
@@ -243,23 +244,26 @@ void Mod_MD3_AnimateVertices(const dp_model_t *model, const frameblend_t *frameb
        for (blendnum = 0;blendnum < numblends;blendnum++)
        {
                const md3vertex_t *verts = model->surfmesh.data_morphmd3vertex + numverts * frameblend[blendnum].subframe;
-               float scale = frameblend[blendnum].lerp * (1.0f / 64.0f);
-               if (blendnum == 0)
+               if (vertex3f)
                {
-                       for (i = 0;i < numverts;i++)
+                       float scale = frameblend[blendnum].lerp * (1.0f / 64.0f);
+                       if (blendnum == 0)
                        {
-                               vertex3f[i * 3 + 0] = verts[i].origin[0] * scale;
-                               vertex3f[i * 3 + 1] = verts[i].origin[1] * scale;
-                               vertex3f[i * 3 + 2] = verts[i].origin[2] * scale;
+                               for (i = 0;i < numverts;i++)
+                               {
+                                       vertex3f[i * 3 + 0] = verts[i].origin[0] * scale;
+                                       vertex3f[i * 3 + 1] = verts[i].origin[1] * scale;
+                                       vertex3f[i * 3 + 2] = verts[i].origin[2] * scale;
+                               }
                        }
-               }
-               else
-               {
-                       for (i = 0;i < numverts;i++)
+                       else
                        {
-                               vertex3f[i * 3 + 0] += verts[i].origin[0] * scale;
-                               vertex3f[i * 3 + 1] += verts[i].origin[1] * scale;
-                               vertex3f[i * 3 + 2] += verts[i].origin[2] * scale;
+                               for (i = 0;i < numverts;i++)
+                               {
+                                       vertex3f[i * 3 + 0] += verts[i].origin[0] * scale;
+                                       vertex3f[i * 3 + 1] += verts[i].origin[1] * scale;
+                                       vertex3f[i * 3 + 2] += verts[i].origin[2] * scale;
+                               }
                        }
                }
                // the yaw and pitch stored in md3 models are 8bit quantized angles
@@ -336,27 +340,30 @@ void Mod_MDL_AnimateVertices(const dp_model_t *model, const frameblend_t *frameb
        for (blendnum = 0;blendnum < numblends;blendnum++)
        {
                const trivertx_t *verts = model->surfmesh.data_morphmdlvertex + numverts * frameblend[blendnum].subframe;
-               float scale[3];
-               if (model->surfmesh.data_morphmd2framesize6f)
-                       VectorScale(model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].subframe * 6, frameblend[blendnum].lerp, scale);
-               else
-                       VectorScale(model->surfmesh.num_morphmdlframescale, frameblend[blendnum].lerp, scale);
-               if (blendnum == 0)
+               if (vertex3f)
                {
-                       for (i = 0;i < numverts;i++)
+                       float scale[3];
+                       if (model->surfmesh.data_morphmd2framesize6f)
+                               VectorScale(model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].subframe * 6, frameblend[blendnum].lerp, scale);
+                       else
+                               VectorScale(model->surfmesh.num_morphmdlframescale, frameblend[blendnum].lerp, scale);
+                       if (blendnum == 0)
                        {
-                               vertex3f[i * 3 + 0] = translate[0] + verts[i].v[0] * scale[0];
-                               vertex3f[i * 3 + 1] = translate[1] + verts[i].v[1] * scale[1];
-                               vertex3f[i * 3 + 2] = translate[2] + verts[i].v[2] * scale[2];
+                               for (i = 0;i < numverts;i++)
+                               {
+                                       vertex3f[i * 3 + 0] = translate[0] + verts[i].v[0] * scale[0];
+                                       vertex3f[i * 3 + 1] = translate[1] + verts[i].v[1] * scale[1];
+                                       vertex3f[i * 3 + 2] = translate[2] + verts[i].v[2] * scale[2];
+                               }
                        }
-               }
-               else
-               {
-                       for (i = 0;i < numverts;i++)
+                       else
                        {
-                               vertex3f[i * 3 + 0] += verts[i].v[0] * scale[0];
-                               vertex3f[i * 3 + 1] += verts[i].v[1] * scale[1];
-                               vertex3f[i * 3 + 2] += verts[i].v[2] * scale[2];
+                               for (i = 0;i < numverts;i++)
+                               {
+                                       vertex3f[i * 3 + 0] += verts[i].v[0] * scale[0];
+                                       vertex3f[i * 3 + 1] += verts[i].v[1] * scale[1];
+                                       vertex3f[i * 3 + 2] += verts[i].v[2] * scale[2];
+                               }
                        }
                }
                // the vertex normals in mdl models are an index into a table of