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https://git.do.srb2.org/STJr/SRB2.git
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Adjust model uvs to power of two texture if sprite texture is used
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b442b5a916
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1 changed files with 45 additions and 10 deletions
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@ -1177,6 +1177,34 @@ static UINT8 HWR_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t
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return spr2;
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}
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static void adjustTextureCoords(model_t *model, GLPatch_t *gpatch)
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{
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int i;
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for (i = 0; i < model->numMeshes; i++)
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{
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int j;
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mesh_t *mesh = &model->meshes[i];
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int numVertices;
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float *uvPtr = mesh->uvs;
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// i dont know if this is actually possible, just logical conclusion of structure in CreateModelVBOs
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if (!mesh->frames && !mesh->tinyframes) return;
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if (mesh->frames) // again CreateModelVBO and CreateModelVBOTiny iterate like this so I'm gonna do that too
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numVertices = mesh->numTriangles * 3;
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else
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numVertices = mesh->numVertices;
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// fix uvs (texture coordinates) to take into account that the actual texture
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// has empty space added until the next power of two
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for (j = 0; j < numVertices; j++)
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{
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*uvPtr++ *= gpatch->max_s;
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*uvPtr++ *= gpatch->max_t;
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}
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}
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}
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//
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// HWR_DrawModel
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//
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@ -1278,6 +1306,19 @@ boolean HWR_DrawModel(gr_vissprite_t *spr)
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sprinfo = &spriteinfo[spr->mobj->sprite];
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}
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// texture loading before model init, so it knows if sprite graphics are used, which
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// means that texture coordinates have to be adjusted
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gpatch = md2->grpatch;
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if (!gpatch || ((!gpatch->mipmap->grInfo.format || !gpatch->mipmap->downloaded) && !md2->notexturefile))
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md2_loadTexture(md2);
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gpatch = md2->grpatch; // Load it again, because it isn't being loaded into gpatch after md2_loadtexture...
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if ((gpatch && gpatch->mipmap->grInfo.format) // don't load the blend texture if the base texture isn't available
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&& (!md2->blendgrpatch
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|| ((!((GLPatch_t *)md2->blendgrpatch)->mipmap->grInfo.format || !((GLPatch_t *)md2->blendgrpatch)->mipmap->downloaded)
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&& !md2->noblendfile)))
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md2_loadBlendTexture(md2);
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if (md2->error)
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return false; // we already failed loading this before :(
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if (!md2->model)
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@ -1289,6 +1330,10 @@ boolean HWR_DrawModel(gr_vissprite_t *spr)
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if (md2->model)
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{
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md2_printModelInfo(md2->model);
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// if model uses sprite patch as texture, then
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// adjust texture coordinates to take power of two textures into account
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if (!gpatch || !gpatch->mipmap->grInfo.format)
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adjustTextureCoords(md2->model, spr->gpatch);
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HWD.pfnCreateModelVBOs(md2->model);
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}
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else
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@ -1306,16 +1351,6 @@ boolean HWR_DrawModel(gr_vissprite_t *spr)
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//HWD.pfnSetBlend(blend); // This seems to actually break translucency?
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finalscale = md2->scale;
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//Hurdler: arf, I don't like that implementation at all... too much crappy
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gpatch = md2->grpatch;
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if (!gpatch || ((!gpatch->mipmap->grInfo.format || !gpatch->mipmap->downloaded) && !md2->notexturefile))
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md2_loadTexture(md2);
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gpatch = md2->grpatch; // Load it again, because it isn't being loaded into gpatch after md2_loadtexture...
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if ((gpatch && gpatch->mipmap->grInfo.format) // don't load the blend texture if the base texture isn't available
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&& (!md2->blendgrpatch
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|| ((!((GLPatch_t *)md2->blendgrpatch)->mipmap->grInfo.format || !((GLPatch_t *)md2->blendgrpatch)->mipmap->downloaded)
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&& !md2->noblendfile)))
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md2_loadBlendTexture(md2);
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if (gpatch && gpatch->mipmap->grInfo.format) // else if meant that if a texture couldn't be loaded, it would just end up using something else's texture
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{
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