- 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.
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30 changed files with 179 additions and 168 deletions
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@ -34,6 +34,7 @@
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#include "models.h"
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#include "image.h"
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#include "texturemanager.h"
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#include "modelrenderer.h"
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#ifdef _MSC_VER
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#pragma warning(disable:4244) // warning C4244: conversion from 'double' to 'float', possible loss of data
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@ -319,12 +320,12 @@ void FVoxelModel::Initialize()
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void FVoxelModel::BuildVertexBuffer(FModelRenderer *renderer)
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{
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if (!GetVertexBuffer(renderer))
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if (!GetVertexBuffer(renderer->GetType()))
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{
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Initialize();
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auto vbuf = renderer->CreateVertexBuffer(true, true);
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SetVertexBuffer(renderer, vbuf);
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SetVertexBuffer(renderer->GetType(), vbuf);
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FModelVertex *vertptr = vbuf->LockVertexBuffer(mVertices.Size());
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unsigned int *indxptr = vbuf->LockIndexBuffer(mIndices.Size());
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@ -384,9 +385,9 @@ int FVoxelModel::FindFrame(const char * name)
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//
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//===========================================================================
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float FVoxelModel::getAspectFactor(FLevelLocals *Level)
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float FVoxelModel::getAspectFactor(float stretch)
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{
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return Level->info->pixelstretch;
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return stretch;
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}
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//===========================================================================
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