model loading reorg ala nuq. once again, gl hasn't been tested (will test when

I get home tonight). This is in preparation for bmodel fulbrights.
This commit is contained in:
Bill Currie 2000-09-20 22:11:17 +00:00
parent 64ec067a25
commit b55b0264b5
17 changed files with 1566 additions and 2800 deletions

View file

@ -318,21 +318,12 @@ typedef struct mtriangle_s {
#define MAX_SKINS 32
typedef struct {
int ident;
int version;
vec3_t scale;
vec3_t scale_origin;
float boundingradius;
vec3_t eyeposition;
int numskins;
int skinwidth;
int skinheight;
int numverts;
int numtris;
int numframes;
synctype_t synctype;
int flags;
float size;
int model;
int stverts;
int skindesc;
int triangles;
mdl_t mdl;
int numposes;
int poseverts;
@ -340,10 +331,6 @@ typedef struct {
int commands; // gl command list with embedded s/t
int gl_texturenum[MAX_SKINS][4];
int gl_fb_texturenum[MAX_SKINS][4];
int model;
int stverts;
int skindesc;
int triangles;
int texels[MAX_SKINS]; // only for player skins
maliasframedesc_t frames[1];
} aliashdr_t;
@ -464,5 +451,8 @@ void Mod_TouchModel (char *name);
mleaf_t *Mod_PointInLeaf (float *p, model_t *model);
byte *Mod_LeafPVS (mleaf_t *leaf, model_t *model);
model_t *Mod_FindName (char *name);
void Mod_LoadMMNearest(miptex_t *mt, texture_t *tx);
void Mod_LoadLighting (lump_t *l);
#endif // _MODEL_H