Fixed mesh model drawing
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4aae63a512
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2 changed files with 6 additions and 1 deletions
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@ -402,6 +402,7 @@ void GL_MakeAliasModelDisplayLists (model_t *m, aliashdr_t *hdr)
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//PENTA: Calculate tangents for vertices (bump mapping)
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//PENTA: Calculate tangents for vertices (bump mapping)
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tangents = Hunk_Alloc (paliashdr->poseverts * paliashdr->numposes * sizeof(vec3_t));
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tangents = Hunk_Alloc (paliashdr->poseverts * paliashdr->numposes * sizeof(vec3_t));
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paliashdr->tangents = (byte *)tangents - (byte *)paliashdr;
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paliashdr->tangents = (byte *)tangents - (byte *)paliashdr;
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paliashdr->binormals = 0;
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//for all frames
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//for all frames
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for (i=0; i<paliashdr->numposes; i++) {
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for (i=0; i<paliashdr->numposes; i++) {
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@ -141,7 +141,7 @@ typedef struct stage_s {
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gltexture_t *texture[8]; //animations
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gltexture_t *texture[8]; //animations
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int src_blend, dst_blend; //have special values for bumpmap passes
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int src_blend, dst_blend; //have special values for bumpmap passes
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int alphatresh;
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int alphatresh;
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char filename[MAX_QPATH*2+1];
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char filename[MAX_QPATH*3+2];
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} stage_t;
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} stage_t;
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#define SURF_NOSHADOW 0x40000 //don't cast stencil shadows
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#define SURF_NOSHADOW 0x40000 //don't cast stencil shadows
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@ -277,6 +277,9 @@ typedef struct {
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typedef struct mesh_s
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typedef struct mesh_s
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{
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{
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vec3_t mins; //axis aligned bounding box
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vec3_t maxs;
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int firstvertex; //in world vertex list
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int firstvertex; //in world vertex list
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vec3_t *tangents;
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vec3_t *tangents;
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vec3_t *binormals;
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vec3_t *binormals;
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@ -499,6 +502,7 @@ typedef struct {
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int triangles; //PENTA: We need tris for shadow volumes
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int triangles; //PENTA: We need tris for shadow volumes
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int planes; //PENTA: Plane eq's for every triangle for every frame
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int planes; //PENTA: Plane eq's for every triangle for every frame
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int tangents; //PENTA: Tangent for every vertex for every frame
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int tangents; //PENTA: Tangent for every vertex for every frame
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int binormals; //PENTA: Tangent for every vertex for every frame
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int texcoords; //PENTA: For every triangle the 3 texture coords
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int texcoords; //PENTA: For every triangle the 3 texture coords
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int indecies; //PENTA: indecies for gl vertex arrays
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int indecies; //PENTA: indecies for gl vertex arrays
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shader_t *shader;
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shader_t *shader;
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