vkdoom_m/src/rendering/hwrenderer/scene
Shiny Metagross 5abadd3aab A_ChangeModeldef
-Added A_ChangeModelDef
A_ChangeModel(modeldef, modelpath, model, modelindex, skinpath, skin, skinid, flags)

This can change the modeldef, model and skins of an actor.

Currently, modelindex and skinindex accept indices from 0-15.

An actor MUST have a modeldef in order to use this function, either defined from modeldef, or given one through the modeldef parameter. You can pass "" to use the same modeldef. Likewise, passing "" for model or skin will just revert to the default model.

Available flags:
CMDL_WEAPONTOPLAYER - If used on a weapon, this instead change's the model on the player instead.

One issue I am aware of right now is that clearing a model by "" sort of works but is buggy. For now you can just manually set the model back using the names explicitly. However, I am stumped and I think getting more eyes on it would help.
2022-07-22 17:11:59 +02:00
..
hw_bsp.cpp - removed volatile type punning for clipping against line portals. 2022-07-14 10:39:11 +02:00
hw_clipper.cpp - moved DObject and core parts of the VM to 'common'. 2020-04-11 20:20:51 +02:00
hw_clipper.h
hw_decal.cpp Add light probes to wall decals 2021-10-14 17:35:44 +08:00
hw_drawinfo.cpp - Modified commit from @OrdinaryMagician #1261 2020-12-30 11:08:43 -05:00
hw_drawinfo.h - removed volatile type punning for clipping against line portals. 2022-07-14 10:39:11 +02:00
hw_drawlist.cpp Fix using wrong lightmap UV coordinates after all the wall clipping did its thing 2021-10-03 03:47:40 +02:00
hw_drawlist.h - fixed vertex generation when splitting walls by planes on old hardware. 2021-09-18 13:09:05 +02:00
hw_drawlistadd.cpp - reinstated rendering of mid textures over two-sided wall portals. 2021-03-05 12:25:41 +01:00
hw_drawstructs.h Use a faster way to find the closest light probe 2021-10-14 05:43:35 +02:00
hw_fakeflat.cpp - merged gzdoom-gles2 and fixed some issues with pipeline size validation. 2021-08-03 20:12:19 +02:00
hw_fakeflat.h
hw_flats.cpp Added the following GL Light flags: 2022-05-31 09:12:59 +02:00
hw_lighting.cpp - made the new Build light mode operational 2020-06-11 08:48:33 +02:00
hw_lighting.h - removed most templates.h includes. 2021-10-30 10:49:12 +02:00
hw_portal.cpp - removed volatile type punning for clipping against line portals. 2022-07-14 10:39:11 +02:00
hw_portal.h - removed volatile type punning for clipping against line portals. 2022-07-14 10:39:11 +02:00
hw_renderhacks.cpp - moved the remaining core parts of the GL renderer to 'common'. 2020-04-29 17:19:17 +02:00
hw_setcolor.cpp - Fix crash with fog and software light modes. 2021-03-29 09:38:51 -04:00
hw_sky.cpp - directory structure cleanup. 2020-04-29 17:36:58 +02:00
hw_skyportal.cpp - Backend update from Raze 2021-04-19 12:58:35 +02:00
hw_spritelight.cpp Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2022-01-22 18:06:05 +08:00
hw_sprites.cpp A_ChangeModeldef 2022-07-22 17:11:59 +02:00
hw_walls.cpp This was missing in the commit. 2022-05-31 09:12:59 +02:00
hw_walls_vertex.cpp Fix using wrong lightmap UV coordinates after all the wall clipping did its thing 2021-10-03 03:47:40 +02:00
hw_weapon.cpp Merge commit 'refs/pull/1508/head' of https://github.com/coelckers/gzdoom 2022-01-24 12:30:59 -05:00
hw_weapon.h Finished implementing PSprite interpolation for vertices. 2020-10-25 15:42:11 +01:00