mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-02 09:02:18 +00:00
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
|
|
|
|
#include <stdint.h>
|
|
#include "mdsprite.h"
|
|
|
|
// We still need the relation to mdmodel_t as long as the model code hasn't been redone.
|
|
struct voxmodel_t : public mdmodel_t
|
|
{
|
|
FVoxelModel* model = nullptr;
|
|
vec3_t siz;
|
|
vec3f_t piv;
|
|
int32_t is8bit;
|
|
};
|
|
|
|
|
|
|
|
extern int16_t tiletovox[];
|
|
extern float voxscale[];
|
|
extern voxmodel_t* voxmodels[MAXVOXELS];
|
|
extern FixedBitArray<MAXVOXELS> voxrotate;
|
|
|
|
void voxInit();
|
|
void voxClear();
|
|
int voxDefine(int voxindex, const char* filename);
|