quakeforge/libs/models/brush/sw_model_brush.c
Bill Currie 34dc7cf2df [models] Move brush data into its own struct
This is a big step towards a cleaner api. The struct reference in
model_t really should be a pointer, but bsp submodel(?) loading messed
that up, though that's just a matter of taking more care in the loading
code. It seems sensible to make that a separate step.
2021-02-01 19:31:11 +09:00

53 lines
1.4 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
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "mod_internal.h"
void
sw_Mod_LoadLighting (model_t *mod, bsp_t *bsp)
{
mod_lightmap_bytes = 1;
if (!bsp->lightdatasize) {
mod->brush.lightdata = NULL;
return;
}
mod->brush.lightdata = Hunk_AllocName (bsp->lightdatasize, mod->name);
memcpy (mod->brush.lightdata, bsp->lightdata, bsp->lightdatasize);
}