- started cleanup of model code.

* refactored FBoundingBox so that the game dependent members are global functions now.
* changed some methods of the model renderer to take a render style parameter instead of a full actor.
This commit is contained in:
Christoph Oelckers 2020-04-27 00:03:23 +02:00
commit 67a50d084a
30 changed files with 179 additions and 168 deletions

View file

@ -24,6 +24,7 @@
#include "cmdlib.h"
#include "r_data/models/models.h"
#include "texturemanager.h"
#include "modelrenderer.h"
#define MAX_QPATH 64
@ -239,7 +240,7 @@ void FMD3Model::LoadGeometry()
void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
{
if (!GetVertexBuffer(renderer))
if (!GetVertexBuffer(renderer->GetType()))
{
LoadGeometry();
@ -254,7 +255,7 @@ void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
}
auto vbuf = renderer->CreateVertexBuffer(true, Frames.Size() == 1);
SetVertexBuffer(renderer, vbuf);
SetVertexBuffer(renderer->GetType(), vbuf);
FModelVertex *vertptr = vbuf->LockVertexBuffer(vbufsize);
unsigned int *indxptr = vbuf->LockIndexBuffer(ibufsize);