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zym models now work a little better... still not skinned... or using the correct animations, but they do work a bit better.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@528 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2004-11-23 14:58:32 +00:00
parent b398184847
commit 29b9f70e42
1 changed files with 7 additions and 6 deletions

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@ -480,8 +480,6 @@ static qboolean R_GAliasBuildMesh(mesh_t *mesh, galiasinfo_t *inf, int frame1, i
mesh->normals_array = tempNormals;
frame1=frame2=0;
g1 = (galiasgroup_t*)((char *)inf + inf->groupofs + sizeof(galiasgroup_t)*frame1);
g2 = (galiasgroup_t*)((char *)inf + inf->groupofs + sizeof(galiasgroup_t)*frame2);
@ -522,8 +520,8 @@ static qboolean R_GAliasBuildMesh(mesh_t *mesh, galiasinfo_t *inf, int frame1, i
plerp[l] = (mlerp)*(1-lerp);
if (plerp[l]>0)
pose[l++] = (float *)((char *)g2 + g2->poseofs + sizeof(float)*inf->numbones*12*frame2);
/* pose[0] = (float *)((char *)g1 + g1->poseofs);
/*
pose[0] = (float *)((char *)g1 + g1->poseofs);
plerp[0] = 1;
plerp[1] = 0;
plerp[3] = 0;
@ -2972,6 +2970,9 @@ void GLMod_LoadZymoticModel(model_t *mod, void *buffer)
}
if (intrans != (zymvertex_t *)((char*)header + header->lump_verts.start))
Sys_Error("Vertex transforms list appears corrupt.");
if (vertbonecounts != (int *)((char*)header + header->lump_vertbonecounts.start))
Sys_Error("Vertex bone counts list appears corrupt.");
root->numverts = v+1;
@ -3001,7 +3002,7 @@ void GLMod_LoadZymoticModel(model_t *mod, void *buffer)
grp = Hunk_Alloc(sizeof(*grp)*header->numscenes*header->numshaders);
matrix = Hunk_Alloc(header->lump_poses.length);
inmatrix = (float*)((float*)header + header->lump_poses.start);
inmatrix = (float*)((char*)header + header->lump_poses.start);
for (i = 0; i < header->lump_poses.length/4; i++)
matrix[i] = BigFloat(inmatrix[i]);
inscene = (zymscene_t*)((char*)header + header->lump_scenes.start);
@ -3017,7 +3018,7 @@ void GLMod_LoadZymoticModel(model_t *mod, void *buffer)
grp->rate = BigFloat(inscene->framerate);
grp->numposes = BigLong(inscene->length);
grp->poseofs = (char*)matrix - (char*)grp;
grp->poseofs += BigLong(inscene->start)*sizeof(float[4][3]);
// grp->poseofs += BigLong(inscene->start)*sizeof(float[4][3]);
}
if (inscene != (zymscene_t*)((char*)header + header->lump_scenes.start+header->lump_scenes.length))