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https://git.code.sf.net/p/quake/quakeforge
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3c86764eb2
I meant to do this a while ago but forgot about it. Things are a bit of a mess in that the renderer knows too much about entities, but eventually the renderer will know about only things to render (meshes, particles, etc).
50 lines
1.3 KiB
C
50 lines
1.3 KiB
C
/*
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qf_iqm.h
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GL specific IQM stuff
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Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2012/5/17
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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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*/
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#ifndef __QF_GL_qf_iqm_h
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#define __QF_GL_qf_iqm_h
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#include "QF/iqm.h"
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#include "QF/render.h"
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typedef struct glsliqm_s {
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int *textures;
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iqmblend_t *blend_palette; // includes base data from iqm
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int palette_size; // includes base data from iqm
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iqmvertexarray *position;
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iqmvertexarray *texcoord;
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iqmvertexarray *normal;
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iqmvertexarray *bindices;
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iqmvertexarray *color;
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} gliqm_t;
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struct entity_s;
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void gl_R_DrawIQMModel (struct entity_s *ent);
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#endif//__QF_GL_qf_iqm_h
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