The two TArrays of type FTextureID skinIDs and surfaceskinIDs no longer have any null elements. These elements will have a textureid (FTextureID.texnum) of 0.
Re-worded error messages which were unprecise or unfitting before (model index below 0 was not acknowledged at all, or grouped together with a "too many models" message). modelIDs are given a default value of -1. Important: A MODELDEF's FrameIndex lines can no longer refer to model indices that are beyond the number of models of that MODELDEF entry. There is in fact a check to avoid going beyond the number of an actor's models which would abort program operation at startup, but it never caught any such occurances. surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column * NumRows], in this case surfaceIndex + modelIndex * MD3_MAX_SURFACES] Used TArray.Alloc to make TArrays have the correct size depending on the number of models. Also removed MAX_MODELS_PER_FRAME. Edited skinSurfaceIDs access for one-dimensional TArray Added MD3_MODELS_MIN To ensure compatibility with mods, all model-related TArrays (four in total) have a minimum size of 4, defined by MD3_MODELS_MIN.
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6 changed files with 87 additions and 29 deletions
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@ -242,8 +242,9 @@ void FUE1Model::RenderFrame( FModelRenderer *renderer, FGameTexture *skin, int f
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FGameTexture *sskin = skin;
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if ( !sskin )
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{
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if ( curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum].isValid() )
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sskin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum], true);
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int ssIndex = groups[i].texNum + curMDLIndex * MD3_MAX_SURFACES;
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if (curSpriteMDLFrame->surfaceskinIDs[ssIndex].isValid())
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sskin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[ssIndex], true);
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if ( !sskin )
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{
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vofs += vsize;
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@ -302,9 +303,12 @@ void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
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void FUE1Model::AddSkins( uint8_t *hitlist )
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{
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for ( int i=0; i<numGroups; i++ )
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if ( curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum].isValid() )
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hitlist[curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum].GetIndex()] |= FTextureManager::HIT_Flat;
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for (int i = 0; i < numGroups; i++)
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{
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int ssIndex = groups[i].texNum + curMDLIndex * MD3_MAX_SURFACES;
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if (curSpriteMDLFrame->surfaceskinIDs[ssIndex].isValid())
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hitlist[curSpriteMDLFrame->surfaceskinIDs[ssIndex].GetIndex()] |= FTextureManager::HIT_Flat;
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}
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}
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FUE1Model::~FUE1Model()
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