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- Cleanup of the voxel code.
* 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.
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29 changed files with 362 additions and 486 deletions
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@ -16,6 +16,7 @@
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#include "texturemanager.h"
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#include "hw_renderstate.h"
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#include "printf.h"
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#include "hw_voxels.h"
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#include "../../glbackend/glbackend.h"
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static int32_t curextra=MAXTILES;
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@ -23,6 +24,7 @@ static int32_t curextra=MAXTILES;
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#define MIN_CACHETIME_PRINT 10
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using namespace Polymost;
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int32_t polymost_voxdraw(voxmodel_t* m, tspriteptr_t const tspr, bool rotate);
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static int32_t addtileP(int32_t model,int32_t tile,int32_t pallet)
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{
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@ -1538,6 +1540,11 @@ int32_t polymost_mddraw(tspriteptr_t tspr)
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return 0;
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}
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void voxfree(voxmodel_t* m)
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{
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if (m) delete m;
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}
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static void mdfree(mdmodel_t *vm)
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{
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if (vm->mdnum == 1) { voxfree((voxmodel_t *)vm); return; }
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