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https://git.code.sf.net/p/quake/newtree
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b55b0264b5
I get home tonight). This is in preparation for bmodel fulbrights.
81 lines
2.1 KiB
C
81 lines
2.1 KiB
C
/*
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gl_model.c
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model loading and caching
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the 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 this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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// models are the only shared resource between a client and server running
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// on the same machine.
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include "model.h"
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#include "qendian.h"
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#include "glquake.h"
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extern model_t *loadmodel;
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extern char loadname[];
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/*
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=================
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Mod_LoadSpriteFrame
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=================
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*/
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void * Mod_LoadSpriteFrame (void * pin, mspriteframe_t **ppframe, int framenum)
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{
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dspriteframe_t *pinframe;
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mspriteframe_t *pspriteframe;
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int width, height, size, origin[2];
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char name[64];
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pinframe = (dspriteframe_t *)pin;
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width = LittleLong (pinframe->width);
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height = LittleLong (pinframe->height);
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size = width * height;
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pspriteframe = Hunk_AllocName (sizeof (mspriteframe_t),loadname);
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memset (pspriteframe, 0, sizeof (mspriteframe_t));
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*ppframe = pspriteframe;
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pspriteframe->width = width;
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pspriteframe->height = height;
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origin[0] = LittleLong (pinframe->origin[0]);
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origin[1] = LittleLong (pinframe->origin[1]);
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pspriteframe->up = origin[1];
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pspriteframe->down = origin[1] - height;
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pspriteframe->left = origin[0];
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pspriteframe->right = width + origin[0];
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snprintf (name, sizeof(name), "%s_%i", loadmodel->name, framenum);
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pspriteframe->gl_texturenum = GL_LoadTexture (name, width, height, (byte *)(pinframe + 1), true, true, 1);
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return (void *)((byte *)pinframe + sizeof (dspriteframe_t) + size);
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}
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