gzdoom/src/common/models
Kevin Caccamo ecc0afd2f2 Fix usage of -1 as OBJ model FrameIndex
So that what is said on the ZDoom Wiki (see https://zdoom.org/wiki/MODELDEF#Notes) holds true for OBJ models.
2022-04-24 19:40:08 +02:00
..
model.cpp - Backend update from Raze. 2022-01-02 11:39:17 +01:00
model.h Update model.h 2021-03-06 11:18:45 +01:00
model_kvx.h - whitespace cleanup, updated from Raze. 2022-01-02 12:23:42 +01:00
model_md2.h - moved model code to 'common'. 2020-04-27 20:50:46 +02:00
model_md3.h - moved model code to 'common'. 2020-04-27 20:50:46 +02:00
model_obj.h - moved model code to 'common'. 2020-04-27 20:50:46 +02:00
model_ue1.h - more 'override's. 2020-09-27 10:48:38 +02:00
modelrenderer.h - moved around some sky rendering code so that the game independent parts are grouped together. 2020-04-29 00:14:42 +02:00
models_md2.cpp - whitespace cleanup, updated from Raze. 2022-01-02 12:23:42 +01:00
models_md3.cpp - whitespace cleanup, updated from Raze. 2022-01-02 12:23:42 +01:00
models_obj.cpp Fix usage of -1 as OBJ model FrameIndex 2022-04-24 19:40:08 +02:00
models_ue1.cpp Relicense UE1 model loader as MIT. 2022-01-02 18:09:10 +01:00
models_voxel.cpp - whitespace cleanup, updated from Raze. 2022-01-02 12:23:42 +01:00
tab_anorms.h - moved model code to 'common'. 2020-04-27 20:50:46 +02:00
voxels.cpp - allow passing a remap table to BestColor. 2021-08-21 10:55:21 +02:00
voxels.h - made video base code game independent 2020-04-28 22:54:53 +02:00