mirror of
https://github.com/dhewm/dhewm3.git
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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
538 lines
16 KiB
C++
538 lines
16 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "renderer/VertexCache.h"
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#include "renderer/tr_local.h"
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#include "renderer/Model_local.h"
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// decalFade filter 5 0.1
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// polygonOffset
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// {
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// map invertColor( textures/splat )
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// blend GL_ZERO GL_ONE_MINUS_SRC
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// vertexColor
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// clamp
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// }
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/*
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==================
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idRenderModelDecal::idRenderModelDecal
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==================
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*/
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idRenderModelDecal::idRenderModelDecal( void ) {
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memset( &tri, 0, sizeof( tri ) );
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tri.verts = verts;
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tri.indexes = indexes;
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material = NULL;
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nextDecal = NULL;
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}
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/*
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==================
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idRenderModelDecal::~idRenderModelDecal
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==================
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*/
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idRenderModelDecal::~idRenderModelDecal( void ) {
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}
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/*
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==================
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idRenderModelDecal::idRenderModelDecal
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==================
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*/
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idRenderModelDecal *idRenderModelDecal::Alloc( void ) {
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return new idRenderModelDecal;
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}
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/*
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==================
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idRenderModelDecal::idRenderModelDecal
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==================
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*/
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void idRenderModelDecal::Free( idRenderModelDecal *decal ) {
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delete decal;
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}
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/*
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=================
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idRenderModelDecal::CreateProjectionInfo
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=================
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*/
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bool idRenderModelDecal::CreateProjectionInfo( decalProjectionInfo_t &info, const idFixedWinding &winding, const idVec3 &projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial *material, const int startTime ) {
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if ( winding.GetNumPoints() != NUM_DECAL_BOUNDING_PLANES - 2 ) {
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common->Printf( "idRenderModelDecal::CreateProjectionInfo: winding must have %d points\n", NUM_DECAL_BOUNDING_PLANES - 2 );
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return false;
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}
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assert( material != NULL );
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info.projectionOrigin = projectionOrigin;
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info.material = material;
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info.parallel = parallel;
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info.fadeDepth = fadeDepth;
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info.startTime = startTime;
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info.force = false;
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// get the winding plane and the depth of the projection volume
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idPlane windingPlane;
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winding.GetPlane( windingPlane );
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float depth = windingPlane.Distance( projectionOrigin );
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// find the bounds for the projection
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winding.GetBounds( info.projectionBounds );
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if ( parallel ) {
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info.projectionBounds.ExpandSelf( depth );
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} else {
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info.projectionBounds.AddPoint( projectionOrigin );
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}
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// calculate the world space projection volume bounding planes, positive sides face outside the decal
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if ( parallel ) {
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for ( int i = 0; i < winding.GetNumPoints(); i++ ) {
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idVec3 edge = winding[(i+1)%winding.GetNumPoints()].ToVec3() - winding[i].ToVec3();
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info.boundingPlanes[i].Normal().Cross( windingPlane.Normal(), edge );
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info.boundingPlanes[i].Normalize();
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info.boundingPlanes[i].FitThroughPoint( winding[i].ToVec3() );
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}
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} else {
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for ( int i = 0; i < winding.GetNumPoints(); i++ ) {
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info.boundingPlanes[i].FromPoints( projectionOrigin, winding[i].ToVec3(), winding[(i+1)%winding.GetNumPoints()].ToVec3() );
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}
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}
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info.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 2] = windingPlane;
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info.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 2][3] -= depth;
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info.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 1] = -windingPlane;
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// fades will be from these plane
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info.fadePlanes[0] = windingPlane;
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info.fadePlanes[0][3] -= fadeDepth;
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info.fadePlanes[1] = -windingPlane;
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info.fadePlanes[1][3] += depth - fadeDepth;
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// calculate the texture vectors for the winding
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float len, texArea, inva;
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idVec3 temp;
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idVec5 d0, d1;
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const idVec5 &a = winding[0];
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const idVec5 &b = winding[1];
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const idVec5 &c = winding[2];
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d0 = b.ToVec3() - a.ToVec3();
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d0.s = b.s - a.s;
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d0.t = b.t - a.t;
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d1 = c.ToVec3() - a.ToVec3();
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d1.s = c.s - a.s;
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d1.t = c.t - a.t;
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texArea = ( d0[3] * d1[4] ) - ( d0[4] * d1[3] );
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inva = 1.0f / texArea;
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temp[0] = ( d0[0] * d1[4] - d0[4] * d1[0] ) * inva;
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temp[1] = ( d0[1] * d1[4] - d0[4] * d1[1] ) * inva;
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temp[2] = ( d0[2] * d1[4] - d0[4] * d1[2] ) * inva;
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len = temp.Normalize();
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info.textureAxis[0].Normal() = temp * ( 1.0f / len );
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info.textureAxis[0][3] = winding[0].s - ( winding[0].ToVec3() * info.textureAxis[0].Normal() );
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temp[0] = ( d0[3] * d1[0] - d0[0] * d1[3] ) * inva;
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temp[1] = ( d0[3] * d1[1] - d0[1] * d1[3] ) * inva;
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temp[2] = ( d0[3] * d1[2] - d0[2] * d1[3] ) * inva;
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len = temp.Normalize();
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info.textureAxis[1].Normal() = temp * ( 1.0f / len );
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info.textureAxis[1][3] = winding[0].t - ( winding[0].ToVec3() * info.textureAxis[1].Normal() );
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return true;
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}
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/*
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=================
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idRenderModelDecal::CreateProjectionInfo
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=================
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*/
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void idRenderModelDecal::GlobalProjectionInfoToLocal( decalProjectionInfo_t &localInfo, const decalProjectionInfo_t &info, const idVec3 &origin, const idMat3 &axis ) {
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float modelMatrix[16];
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R_AxisToModelMatrix( axis, origin, modelMatrix );
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for ( int j = 0; j < NUM_DECAL_BOUNDING_PLANES; j++ ) {
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R_GlobalPlaneToLocal( modelMatrix, info.boundingPlanes[j], localInfo.boundingPlanes[j] );
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}
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R_GlobalPlaneToLocal( modelMatrix, info.fadePlanes[0], localInfo.fadePlanes[0] );
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R_GlobalPlaneToLocal( modelMatrix, info.fadePlanes[1], localInfo.fadePlanes[1] );
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R_GlobalPlaneToLocal( modelMatrix, info.textureAxis[0], localInfo.textureAxis[0] );
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R_GlobalPlaneToLocal( modelMatrix, info.textureAxis[1], localInfo.textureAxis[1] );
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R_GlobalPointToLocal( modelMatrix, info.projectionOrigin, localInfo.projectionOrigin );
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localInfo.projectionBounds = info.projectionBounds;
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localInfo.projectionBounds.TranslateSelf( -origin );
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localInfo.projectionBounds.RotateSelf( axis.Transpose() );
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localInfo.material = info.material;
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localInfo.parallel = info.parallel;
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localInfo.fadeDepth = info.fadeDepth;
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localInfo.startTime = info.startTime;
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localInfo.force = info.force;
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}
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/*
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=================
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idRenderModelDecal::AddWinding
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=================
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*/
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void idRenderModelDecal::AddWinding( const idWinding &w, const idMaterial *decalMaterial, const idPlane fadePlanes[2], float fadeDepth, int startTime ) {
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int i;
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float invFadeDepth, fade;
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decalInfo_t decalInfo;
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if ( ( material == NULL || material == decalMaterial ) &&
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tri.numVerts + w.GetNumPoints() < MAX_DECAL_VERTS &&
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tri.numIndexes + ( w.GetNumPoints() - 2 ) * 3 < MAX_DECAL_INDEXES ) {
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material = decalMaterial;
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// add to this decal
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decalInfo = material->GetDecalInfo();
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invFadeDepth = -1.0f / fadeDepth;
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for ( i = 0; i < w.GetNumPoints(); i++ ) {
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fade = fadePlanes[0].Distance( w[i].ToVec3() ) * invFadeDepth;
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if ( fade < 0.0f ) {
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fade = fadePlanes[1].Distance( w[i].ToVec3() ) * invFadeDepth;
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}
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if ( fade < 0.0f ) {
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fade = 0.0f;
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} else if ( fade > 0.99f ) {
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fade = 1.0f;
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}
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fade = 1.0f - fade;
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vertDepthFade[tri.numVerts + i] = fade;
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tri.verts[tri.numVerts + i].xyz = w[i].ToVec3();
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tri.verts[tri.numVerts + i].st[0] = w[i].s;
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tri.verts[tri.numVerts + i].st[1] = w[i].t;
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for ( int k = 0 ; k < 4 ; k++ ) {
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int icolor = idMath::FtoiFast( decalInfo.start[k] * fade * 255.0f );
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if ( icolor < 0 ) {
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icolor = 0;
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} else if ( icolor > 255 ) {
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icolor = 255;
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}
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tri.verts[tri.numVerts + i].color[k] = icolor;
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}
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}
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for ( i = 2; i < w.GetNumPoints(); i++ ) {
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tri.indexes[tri.numIndexes + 0] = tri.numVerts;
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tri.indexes[tri.numIndexes + 1] = tri.numVerts + i - 1;
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tri.indexes[tri.numIndexes + 2] = tri.numVerts + i;
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indexStartTime[tri.numIndexes] =
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indexStartTime[tri.numIndexes + 1] =
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indexStartTime[tri.numIndexes + 2] = startTime;
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tri.numIndexes += 3;
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}
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tri.numVerts += w.GetNumPoints();
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return;
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}
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// if we are at the end of the list, create a new decal
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if ( !nextDecal ) {
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nextDecal = idRenderModelDecal::Alloc();
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}
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// let the next decal on the chain take a look
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nextDecal->AddWinding( w, decalMaterial, fadePlanes, fadeDepth, startTime );
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}
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/*
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=================
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idRenderModelDecal::AddDepthFadedWinding
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=================
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*/
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void idRenderModelDecal::AddDepthFadedWinding( const idWinding &w, const idMaterial *decalMaterial, const idPlane fadePlanes[2], float fadeDepth, int startTime ) {
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idFixedWinding front, back;
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front = w;
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if ( front.Split( &back, fadePlanes[0], 0.1f ) == SIDE_CROSS ) {
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AddWinding( back, decalMaterial, fadePlanes, fadeDepth, startTime );
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}
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if ( front.Split( &back, fadePlanes[1], 0.1f ) == SIDE_CROSS ) {
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AddWinding( back, decalMaterial, fadePlanes, fadeDepth, startTime );
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}
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AddWinding( front, decalMaterial, fadePlanes, fadeDepth, startTime );
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}
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/*
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=================
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idRenderModelDecal::CreateDecal
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=================
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*/
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void idRenderModelDecal::CreateDecal( const idRenderModel *model, const decalProjectionInfo_t &localInfo ) {
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// check all model surfaces
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for ( int surfNum = 0; surfNum < model->NumSurfaces(); surfNum++ ) {
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const modelSurface_t *surf = model->Surface( surfNum );
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// if no geometry or no shader
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if ( !surf->geometry || !surf->shader ) {
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continue;
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}
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// decals and overlays use the same rules
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if ( !localInfo.force && !surf->shader->AllowOverlays() ) {
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continue;
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}
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srfTriangles_t *stri = surf->geometry;
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// if the triangle bounds do not overlap with projection bounds
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if ( !localInfo.projectionBounds.IntersectsBounds( stri->bounds ) ) {
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continue;
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}
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// allocate memory for the cull bits
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byte *cullBits = (byte *)_alloca16( stri->numVerts * sizeof( cullBits[0] ) );
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// catagorize all points by the planes
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SIMDProcessor->DecalPointCull( cullBits, localInfo.boundingPlanes, stri->verts, stri->numVerts );
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// find triangles inside the projection volume
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for ( int triNum = 0, index = 0; index < stri->numIndexes; index += 3, triNum++ ) {
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int v1 = stri->indexes[index+0];
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int v2 = stri->indexes[index+1];
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int v3 = stri->indexes[index+2];
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// skip triangles completely off one side
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if ( cullBits[v1] & cullBits[v2] & cullBits[v3] ) {
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continue;
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}
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// skip back facing triangles
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if ( stri->facePlanes && stri->facePlanesCalculated &&
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stri->facePlanes[triNum].Normal() * localInfo.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 2].Normal() < -0.1f ) {
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continue;
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}
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// create a winding with texture coordinates for the triangle
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idFixedWinding fw;
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fw.SetNumPoints( 3 );
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if ( localInfo.parallel ) {
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for ( int j = 0; j < 3; j++ ) {
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fw[j] = stri->verts[stri->indexes[index+j]].xyz;
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fw[j].s = localInfo.textureAxis[0].Distance( fw[j].ToVec3() );
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fw[j].t = localInfo.textureAxis[1].Distance( fw[j].ToVec3() );
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}
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} else {
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for ( int j = 0; j < 3; j++ ) {
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idVec3 dir;
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float scale;
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fw[j] = stri->verts[stri->indexes[index+j]].xyz;
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dir = fw[j].ToVec3() - localInfo.projectionOrigin;
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if (!localInfo.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 1].RayIntersection( fw[j].ToVec3(), dir, scale ))
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scale = 0.0f;
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dir = fw[j].ToVec3() + scale * dir;
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fw[j].s = localInfo.textureAxis[0].Distance( dir );
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fw[j].t = localInfo.textureAxis[1].Distance( dir );
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}
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}
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int orBits = cullBits[v1] | cullBits[v2] | cullBits[v3];
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// clip the exact surface triangle to the projection volume
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for ( int j = 0; j < NUM_DECAL_BOUNDING_PLANES; j++ ) {
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if ( orBits & ( 1 << j ) ) {
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if ( !fw.ClipInPlace( -localInfo.boundingPlanes[j] ) ) {
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break;
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}
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}
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}
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if ( fw.GetNumPoints() == 0 ) {
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continue;
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}
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AddDepthFadedWinding( fw, localInfo.material, localInfo.fadePlanes, localInfo.fadeDepth, localInfo.startTime );
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}
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}
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}
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/*
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=====================
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idRenderModelDecal::RemoveFadedDecals
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=====================
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*/
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idRenderModelDecal *idRenderModelDecal::RemoveFadedDecals( idRenderModelDecal *decals, int time ) {
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int i, j, minTime, newNumIndexes, newNumVerts;
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int inUse[MAX_DECAL_VERTS];
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decalInfo_t decalInfo;
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idRenderModelDecal *nextDecal;
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if ( decals == NULL ) {
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return NULL;
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}
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// recursively free any next decals
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decals->nextDecal = RemoveFadedDecals( decals->nextDecal, time );
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// free the decals if no material set
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if ( decals->material == NULL ) {
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nextDecal = decals->nextDecal;
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Free( decals );
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return nextDecal;
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}
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decalInfo = decals->material->GetDecalInfo();
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minTime = time - ( decalInfo.stayTime + decalInfo.fadeTime );
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newNumIndexes = 0;
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for ( i = 0; i < decals->tri.numIndexes; i += 3 ) {
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if ( decals->indexStartTime[i] > minTime ) {
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// keep this triangle
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if ( newNumIndexes != i ) {
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for ( j = 0; j < 3; j++ ) {
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decals->tri.indexes[newNumIndexes+j] = decals->tri.indexes[i+j];
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decals->indexStartTime[newNumIndexes+j] = decals->indexStartTime[i+j];
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}
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}
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newNumIndexes += 3;
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}
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}
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// free the decals if all trianges faded away
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if ( newNumIndexes == 0 ) {
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nextDecal = decals->nextDecal;
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Free( decals );
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return nextDecal;
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}
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decals->tri.numIndexes = newNumIndexes;
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memset( inUse, 0, sizeof( inUse ) );
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for ( i = 0; i < decals->tri.numIndexes; i++ ) {
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inUse[decals->tri.indexes[i]] = 1;
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}
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newNumVerts = 0;
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for ( i = 0; i < decals->tri.numVerts; i++ ) {
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if ( !inUse[i] ) {
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continue;
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}
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decals->tri.verts[newNumVerts] = decals->tri.verts[i];
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decals->vertDepthFade[newNumVerts] = decals->vertDepthFade[i];
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inUse[i] = newNumVerts;
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newNumVerts++;
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}
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decals->tri.numVerts = newNumVerts;
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for ( i = 0; i < decals->tri.numIndexes; i++ ) {
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decals->tri.indexes[i] = inUse[decals->tri.indexes[i]];
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}
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return decals;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idRenderModelDecal::AddDecalDrawSurf
|
|
=====================
|
|
*/
|
|
void idRenderModelDecal::AddDecalDrawSurf( viewEntity_t *space ) {
|
|
int i, j, maxTime;
|
|
float f;
|
|
decalInfo_t decalInfo;
|
|
|
|
if ( tri.numIndexes == 0 ) {
|
|
return;
|
|
}
|
|
|
|
// fade down all the verts with time
|
|
decalInfo = material->GetDecalInfo();
|
|
maxTime = decalInfo.stayTime + decalInfo.fadeTime;
|
|
|
|
// set vertex colors and remove faded triangles
|
|
for ( i = 0 ; i < tri.numIndexes ; i += 3 ) {
|
|
int deltaTime = tr.viewDef->renderView.time - indexStartTime[i];
|
|
|
|
if ( deltaTime > maxTime ) {
|
|
continue;
|
|
}
|
|
|
|
if ( deltaTime <= decalInfo.stayTime ) {
|
|
continue;
|
|
}
|
|
|
|
deltaTime -= decalInfo.stayTime;
|
|
f = (float)deltaTime / decalInfo.fadeTime;
|
|
|
|
for ( j = 0; j < 3; j++ ) {
|
|
int ind = tri.indexes[i+j];
|
|
|
|
for ( int k = 0; k < 4; k++ ) {
|
|
float fcolor = decalInfo.start[k] + ( decalInfo.end[k] - decalInfo.start[k] ) * f;
|
|
int icolor = idMath::FtoiFast( fcolor * vertDepthFade[ind] * 255.0f );
|
|
if ( icolor < 0 ) {
|
|
icolor = 0;
|
|
} else if ( icolor > 255 ) {
|
|
icolor = 255;
|
|
}
|
|
tri.verts[ind].color[k] = icolor;
|
|
}
|
|
}
|
|
}
|
|
|
|
// copy the tri and indexes to temp heap memory,
|
|
// because if we are running multi-threaded, we wouldn't
|
|
// be able to reorganize the index list
|
|
srfTriangles_t *newTri = (srfTriangles_t *)R_FrameAlloc( sizeof( *newTri ) );
|
|
*newTri = tri;
|
|
|
|
// copy the current vertexes to temp vertex cache
|
|
newTri->ambientCache = vertexCache.AllocFrameTemp( tri.verts, tri.numVerts * sizeof( idDrawVert ) );
|
|
|
|
// create the drawsurf
|
|
R_AddDrawSurf( newTri, space, &space->entityDef->parms, material, space->scissorRect );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderModelDecal::ReadFromDemoFile
|
|
====================
|
|
*/
|
|
void idRenderModelDecal::ReadFromDemoFile( idDemoFile *f ) {
|
|
// FIXME: implement
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderModelDecal::WriteToDemoFile
|
|
====================
|
|
*/
|
|
void idRenderModelDecal::WriteToDemoFile( idDemoFile *f ) const {
|
|
// FIXME: implement
|
|
}
|