quakeforge/include/QF/GL/qf_iqm.h
Bill Currie 3c86764eb2 [scene] Move entity_t etc into scene headers
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).
2022-03-29 14:43:38 +09:00

50 lines
1.3 KiB
C

/*
qf_iqm.h
GL specific IQM stuff
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2012/5/17
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.
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.
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifndef __QF_GL_qf_iqm_h
#define __QF_GL_qf_iqm_h
#include "QF/iqm.h"
#include "QF/render.h"
typedef struct glsliqm_s {
int *textures;
iqmblend_t *blend_palette; // includes base data from iqm
int palette_size; // includes base data from iqm
iqmvertexarray *position;
iqmvertexarray *texcoord;
iqmvertexarray *normal;
iqmvertexarray *bindices;
iqmvertexarray *color;
} gliqm_t;
struct entity_s;
void gl_R_DrawIQMModel (struct entity_s *ent);
#endif//__QF_GL_qf_iqm_h