- 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

@ -34,6 +34,7 @@
#include "models.h"
#include "image.h"
#include "texturemanager.h"
#include "modelrenderer.h"
#ifdef _MSC_VER
#pragma warning(disable:4244) // warning C4244: conversion from 'double' to 'float', possible loss of data
@ -319,12 +320,12 @@ void FVoxelModel::Initialize()
void FVoxelModel::BuildVertexBuffer(FModelRenderer *renderer)
{
if (!GetVertexBuffer(renderer))
if (!GetVertexBuffer(renderer->GetType()))
{
Initialize();
auto vbuf = renderer->CreateVertexBuffer(true, true);
SetVertexBuffer(renderer, vbuf);
SetVertexBuffer(renderer->GetType(), vbuf);
FModelVertex *vertptr = vbuf->LockVertexBuffer(mVertices.Size());
unsigned int *indxptr = vbuf->LockIndexBuffer(mIndices.Size());
@ -384,9 +385,9 @@ int FVoxelModel::FindFrame(const char * name)
//
//===========================================================================
float FVoxelModel::getAspectFactor(FLevelLocals *Level)
float FVoxelModel::getAspectFactor(float stretch)
{
return Level->info->pixelstretch;
return stretch;
}
//===========================================================================