nuq/source/gl_model_brush.c

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/*
gl_model_brush.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
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
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,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
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Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
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// models are the only shared resource between a client and server running
// on the same machine.
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include "r_local.h"
#include "sys.h"
#include "console.h"
#include "qendian.h"
#include "checksum.h"
#include "glquake.h"
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extern char loadname[];
extern model_t *loadmodel;
extern byte mod_novis[];
extern byte *mod_base;
int Mod_Fullbright(byte *skin, int width, int height, char *name);
const int mod_lightmap_bytes = 3;
void
Mod_ProcessTexture(miptex_t *mt, texture_t *tx)
{
char name[32];
texture_mode = GL_LINEAR_MIPMAP_NEAREST; //_LINEAR;
snprintf (name, sizeof(name), "fb_%s", mt->name);
tx->gl_fb_texturenum = Mod_Fullbright ((byte *)(tx+1), tx->width, tx->height, name);
tx->gl_texturenum = GL_LoadTexture (mt->name, tx->width, tx->height, (byte *)(tx+1), true, false, 1);
texture_mode = GL_LINEAR;
}
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/*
=================
Mod_LoadLighting
=================
*/
void Mod_LoadLighting (lump_t *l)
{
int i;
byte *in, *out;
byte d;
char litfilename[1024];
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if (!l->filelen)
{
loadmodel->lightdata = NULL;
return;
}
strcpy(litfilename, loadmodel->name);
COM_StripExtension(litfilename, litfilename);
strcat(litfilename, ".lit");
loadmodel->lightdata = (byte*) COM_LoadHunkFile (litfilename);
if (!loadmodel->lightdata) // expand the white lighting data
{
loadmodel->lightdata = Hunk_AllocName ( l->filelen*3, litfilename);
in = loadmodel->lightdata + l->filelen*2; // place the file at the end, so it will not be overwritten until the very last write
out = loadmodel->lightdata;
memcpy (in, mod_base + l->fileofs, l->filelen);
for (i = 0;i < l->filelen;i++)
{
d = *in++;
*out++ = d;
*out++ = d;
*out++ = d;
}
}
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}