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https://git.code.sf.net/p/quake/quakeforge
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cd159e1cc1
Now that Mod_LoadBrushModel uses bspfile.[ch], the engine uses the same code as the tools to work with bsp files.
74 lines
1.6 KiB
C
74 lines
1.6 KiB
C
/*
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sw_model_brush.c
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sw renderer support routines for 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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*/
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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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static __attribute__ ((used)) const char rcsid[] =
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"$Id$";
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/model.h"
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VISIBLE int mod_lightmap_bytes = 1; //FIXME should this be visible?
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void
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Mod_SubdivideSurface (msurface_t *fa)
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{
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}
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void
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Mod_ProcessTexture (miptex_t *mt, texture_t *tx)
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{
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}
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void
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Mod_LoadExternalTextures (model_t *mod)
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{
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}
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void
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Mod_LoadLighting (bsp_t *bsp)
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{
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mod_lightmap_bytes = 1;
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if (!bsp->lightdatasize) {
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loadmodel->lightdata = NULL;
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return;
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}
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loadmodel->lightdata = Hunk_AllocName (bsp->lightdatasize, loadname);
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memcpy (loadmodel->lightdata, bsp->lightdata, bsp->lightdatasize);
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}
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