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https://github.com/ZDoom/raze-gles.git
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e30dc82676
* moving polymost_voxdraw into polymost.cpp. * consolidated all remaining voxel code in hw_voxels.cpp. All original Build voxel code is completely gone now, except for polymost_voxdraw, so this got moved out of the build/ folder. * integrate Blood's voxel init code into the main function. * some further cleanup was allowed as a result of this, so engineInit is gone now because these parts can now be done outside the games' app_init functions.
24 lines
500 B
C
24 lines
500 B
C
#pragma once
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#include <stdint.h>
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#include "mdsprite.h"
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// We still need the relation to mdmodel_t as long as the model code hasn't been redone.
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struct voxmodel_t : public mdmodel_t
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{
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FVoxelModel* model = nullptr;
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vec3_t siz;
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vec3f_t piv;
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int32_t is8bit;
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};
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extern int16_t tiletovox[];
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extern float voxscale[];
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extern voxmodel_t* voxmodels[MAXVOXELS];
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extern FixedBitArray<MAXVOXELS> voxrotate;
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void voxInit();
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void voxClear();
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int voxDefine(int voxindex, const char* filename);
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