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More mixed d&c fixes
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commit
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2 changed files with 12 additions and 5 deletions
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@ -233,6 +233,8 @@ typedef struct
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// Load the model
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// Load the model
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model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
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model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
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{
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{
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FILE *f;
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model_t *retModel = NULL;
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model_t *retModel = NULL;
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md2header_t *header;
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md2header_t *header;
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@ -247,6 +249,10 @@ model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
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const float WUNITS = 1.0f;
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const float WUNITS = 1.0f;
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float dataScale = WUNITS;
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float dataScale = WUNITS;
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md2triangle_t *tris;
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md2texcoord_t *texcoords;
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md2frame_t *frames;
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int t;
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int t;
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// MD2 currently does not work with tinyframes, so force useFloat = true
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// MD2 currently does not work with tinyframes, so force useFloat = true
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@ -263,7 +269,7 @@ model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
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useFloat = true;
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useFloat = true;
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FILE *f = fopen(fileName, "rb");
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f = fopen(fileName, "rb");
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if (!f)
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if (!f)
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return NULL;
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return NULL;
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@ -316,9 +322,9 @@ model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
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// float dataScale = WUNITS;
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// float dataScale = WUNITS;
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// Tris and ST are simple structures that can be straight-copied
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// Tris and ST are simple structures that can be straight-copied
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md2triangle_t *tris = (md2triangle_t*)&buffer[header->offsetTris];
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tris = (md2triangle_t*)&buffer[header->offsetTris];
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md2texcoord_t *texcoords = (md2texcoord_t*)&buffer[header->offsetST];
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texcoords = (md2texcoord_t*)&buffer[header->offsetST];
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md2frame_t *frames = (md2frame_t*)&buffer[header->offsetFrames];
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frames = (md2frame_t*)&buffer[header->offsetFrames];
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// Read in textures
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// Read in textures
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retModel->numMaterials = header->numSkins;
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retModel->numMaterials = header->numSkins;
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@ -1827,12 +1827,13 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
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{
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{
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float *vertPtr;
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float *vertPtr;
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float *normPtr;
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float *normPtr;
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int j = 0;
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// Dangit, I soooo want to do this in a GLSL shader...
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// Dangit, I soooo want to do this in a GLSL shader...
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AllocLerpBuffer(mesh->numVertices * sizeof(float) * 3);
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AllocLerpBuffer(mesh->numVertices * sizeof(float) * 3);
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vertPtr = vertBuffer;
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vertPtr = vertBuffer;
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normPtr = normBuffer;
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normPtr = normBuffer;
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int j = 0;
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//int j = 0;
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for (j = 0; j < mesh->numVertices * 3; j++)
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for (j = 0; j < mesh->numVertices * 3; j++)
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{
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{
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