quakeforge/libs/models/brush/sw_model_brush.c
Bill Currie cd159e1cc1 Use LoadBSPMem to load brush models.
Now that Mod_LoadBrushModel uses bspfile.[ch], the engine uses the same
code as the tools to work with bsp files.
2010-10-13 20:52:05 +09:00

74 lines
1.6 KiB
C

/*
sw_model_brush.c
sw renderer support routines for model loading and caching
Copyright (C) 1996-1997 Id Software, Inc.
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
*/
// models are the only shared resource between a client and server running
// on the same machine.
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
static __attribute__ ((used)) const char rcsid[] =
"$Id$";
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/model.h"
VISIBLE int mod_lightmap_bytes = 1; //FIXME should this be visible?
void
Mod_SubdivideSurface (msurface_t *fa)
{
}
void
Mod_ProcessTexture (miptex_t *mt, texture_t *tx)
{
}
void
Mod_LoadExternalTextures (model_t *mod)
{
}
void
Mod_LoadLighting (bsp_t *bsp)
{
mod_lightmap_bytes = 1;
if (!bsp->lightdatasize) {
loadmodel->lightdata = NULL;
return;
}
loadmodel->lightdata = Hunk_AllocName (bsp->lightdatasize, loadname);
memcpy (loadmodel->lightdata, bsp->lightdata, bsp->lightdatasize);
}