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definition for model vertex buffer.
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2 changed files with 34 additions and 1 deletions
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@ -44,7 +44,6 @@ struct FFlatVertex
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class FFlatVertexBuffer : public FVertexBuffer
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class FFlatVertexBuffer : public FVertexBuffer
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{
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{
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FFlatVertex *map;
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FFlatVertex *map;
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FFlatVertex mDrawBuffer[1000];
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unsigned int mIndex;
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unsigned int mIndex;
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unsigned int mCurIndex;
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unsigned int mCurIndex;
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@ -170,5 +169,37 @@ public:
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#define VSO ((FSkyVertex*)NULL)
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#define VSO ((FSkyVertex*)NULL)
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struct FModelVertex
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{
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float x, y, z; // world position
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float u, v; // texture coordinates
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void Set(float xx, float yy, float zz, float uu, float vv)
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{
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x = xx;
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y = yy;
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z = zz;
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u = uu;
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v = vv;
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}
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};
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class FModelVertexBuffer : public FVertexBuffer
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{
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int mIndexFrame[2];
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public:
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TArray<FModelVertex> vbo_shadowdata; // this is kept around for interpolating on GL 2.0
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FModelVertexBuffer();
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~FModelVertexBuffer();
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void BindVBO();
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void UpdateBufferPointers(int frame1, int frame2);
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};
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#define VMO ((FModelVertex*)NULL)
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#endif
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#endif
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@ -2,9 +2,11 @@
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#define __GL_MODELS_H_
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#define __GL_MODELS_H_
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#include "gl/utility/gl_geometric.h"
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#include "gl/utility/gl_geometric.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "p_pspr.h"
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#include "p_pspr.h"
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#include "r_data/voxels.h"
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#include "r_data/voxels.h"
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#define MAX_LODS 4
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#define MAX_LODS 4
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enum { VX, VZ, VY };
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enum { VX, VZ, VY };
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