raze/source/core/rendering/hw_voxels.h

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#pragma once
#include <stdint.h>
#include "mdsprite.h"
// We still need the relation to mdmodel_t as long as the model code hasn't been redone.
struct voxmodel_t : public mdmodel_t
{
FVoxelModel* model = nullptr;
vec3_t siz;
vec3f_t piv;
int32_t is8bit;
};
extern int16_t tiletovox[];
extern float voxscale[];
extern voxmodel_t* voxmodels[MAXVOXELS];
extern FixedBitArray<MAXVOXELS> voxrotate;
void voxInit();
void voxClear();
int voxDefine(int voxindex, const char* filename);