- Backend update from Raze.
This is mainly code cleanup from setting the compiler to a stricter warning level.
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parent
6aea7694bc
commit
1c517d19fa
102 changed files with 493 additions and 590 deletions
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@ -6,7 +6,7 @@
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// the Free Software Foundation, either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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@ -141,7 +141,7 @@ bool FMD3Model::Load(const char * path, int lumpnum, const char * buffer, int le
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Frames.Resize(numFrames);
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for (unsigned i = 0; i < numFrames; i++)
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{
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strncpy(Frames[i].Name, frm[i].Name, 16);
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strncpy(Frames[i].Name, frm[i].Name, 15);
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for (int j = 0; j < 3; j++) Frames[i].origin[j] = frm[i].localorigin[j];
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}
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@ -164,15 +164,15 @@ bool FMD3Model::Load(const char * path, int lumpnum, const char * buffer, int le
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md3_shader_t * shader = (md3_shader_t*)(((char*)ss) + LittleLong(ss->Ofs_Shaders));
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s->Skins.Resize(s->numSkins);
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for (unsigned i = 0; i < s->numSkins; i++)
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for (unsigned ii = 0; ii < s->numSkins; ii++)
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{
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// [BB] According to the MD3 spec, Name is supposed to include the full path.
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// ... and since some tools seem to output backslashes, these need to be replaced with forward slashes to work.
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FixPathSeperator(shader[i].Name);
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s->Skins[i] = LoadSkin("", shader[i].Name);
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FixPathSeperator(shader[ii].Name);
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s->Skins[ii] = LoadSkin("", shader[ii].Name);
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// [BB] Fall back and check if Name is relative.
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if (!s->Skins[i].isValid())
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s->Skins[i] = LoadSkin(path, shader[i].Name);
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if (!s->Skins[ii].isValid())
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s->Skins[ii] = LoadSkin(path, shader[ii].Name);
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}
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}
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mLumpNum = lumpnum;
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@ -203,31 +203,31 @@ void FMD3Model::LoadGeometry()
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md3_triangle_t * tris = (md3_triangle_t*)(((char*)ss) + LittleLong(ss->Ofs_Triangles));
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s->Tris.Resize(s->numTriangles);
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for (unsigned i = 0; i < s->numTriangles; i++) for (int j = 0; j < 3; j++)
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for (unsigned ii = 0; ii < s->numTriangles; ii++) for (int j = 0; j < 3; j++)
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{
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s->Tris[i].VertIndex[j] = LittleLong(tris[i].vt_index[j]);
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s->Tris[ii].VertIndex[j] = LittleLong(tris[ii].vt_index[j]);
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}
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// Load texture coordinates
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md3_texcoord_t * tc = (md3_texcoord_t*)(((char*)ss) + LittleLong(ss->Ofs_Texcoord));
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s->Texcoords.Resize(s->numVertices);
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for (unsigned i = 0; i < s->numVertices; i++)
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for (unsigned ii = 0; ii < s->numVertices; ii++)
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{
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s->Texcoords[i].s = tc[i].s;
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s->Texcoords[i].t = tc[i].t;
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s->Texcoords[ii].s = tc[ii].s;
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s->Texcoords[ii].t = tc[ii].t;
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}
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// Load vertices and texture coordinates
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md3_vertex_t * vt = (md3_vertex_t*)(((char*)ss) + LittleLong(ss->Ofs_XYZNormal));
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s->Vertices.Resize(s->numVertices * Frames.Size());
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for (unsigned i = 0; i < s->numVertices * Frames.Size(); i++)
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for (unsigned ii = 0; ii < s->numVertices * Frames.Size(); ii++)
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{
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s->Vertices[i].x = LittleShort(vt[i].x) / 64.f;
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s->Vertices[i].y = LittleShort(vt[i].y) / 64.f;
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s->Vertices[i].z = LittleShort(vt[i].z) / 64.f;
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UnpackVector(LittleShort(vt[i].n), s->Vertices[i].nx, s->Vertices[i].ny, s->Vertices[i].nz);
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s->Vertices[ii].x = LittleShort(vt[ii].x) / 64.f;
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s->Vertices[ii].y = LittleShort(vt[ii].y) / 64.f;
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s->Vertices[ii].z = LittleShort(vt[ii].z) / 64.f;
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UnpackVector(LittleShort(vt[ii].n), s->Vertices[ii].nx, s->Vertices[ii].ny, s->Vertices[ii].nz);
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}
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}
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}
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