- rewrote the model storage code.

Using proper C++ containers now.
This commit is contained in:
Christoph Oelckers 2022-09-30 16:25:21 +02:00
parent 8bc34f3dac
commit a4dd5bb4ce
29 changed files with 401 additions and 1374 deletions

View file

@ -43,6 +43,7 @@
#include "hw_models.h"
#include "hw_voxels.h"
#include "mapinfo.h"
#include "models/modeldata.h"
BEGIN_BLD_NS
extern short voxelIndex[MAXTILES];
@ -68,9 +69,9 @@ static void doprecache(int picnum, int palette)
if (!hw_models) return;
int const mid = md_tilehasmodel(picnum, palette);
int const mid = modelManager.CheckModel(picnum, palette);
if (mid < 0 || models[mid]->mdnum < 2)
if (mid < 0)
{
if (r_voxels)
{
@ -86,6 +87,7 @@ static void doprecache(int picnum, int palette)
return;
}
#if 0
int const surfaces = (models[mid]->mdnum == 3) ? ((md3model_t *)models[mid])->head.numsurfs : 0;
for (int i = 0; i <= surfaces; i++)
@ -94,6 +96,7 @@ static void doprecache(int picnum, int palette)
int paletteid = TRANSLATION(Translation_Remap + curbasepal, palette);
if (skintex) PrecacheTex(skintex, paletteid);
}
#endif
}