]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - misc/mediasource/netradiant-src/tools/quake3/q3data/3dslib.c
Move the netradiant and fteqcc sources
[voretournament/voretournament.git] / misc / mediasource / netradiant-src / tools / quake3 / q3data / 3dslib.c
diff --git a/misc/mediasource/netradiant-src/tools/quake3/q3data/3dslib.c b/misc/mediasource/netradiant-src/tools/quake3/q3data/3dslib.c
new file mode 100644 (file)
index 0000000..e2012c7
--- /dev/null
@@ -0,0 +1,651 @@
+/*
+Copyright (C) 1999-2006 Id Software, Inc. and contributors.
+For a list of contributors, see the accompanying CONTRIBUTORS file.
+
+This file is part of GtkRadiant.
+
+GtkRadiant is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+GtkRadiant is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with GtkRadiant; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+*/
+
+#include <assert.h>
+#include "q3data.h"
+
+static void Load3DS( const char *filename, _3DS_t *p3DS, qboolean verbose );
+
+static qboolean s_verbose;
+
+#define MAX_MATERIALS 100
+#define MAX_NAMED_OBJECTS 100
+#define MAX_MESH_MATERIAL_GROUPS 100
+#define MAX_TRI_OBJECTS 512
+
+static char s_buffer[1000000];
+
+static int ReadString( FILE *fp, char *buffer )
+{
+       int i = 0;
+       int bytesRead = 0;
+
+       do
+       {
+               fread( &buffer[i], 1, sizeof( char ), fp );
+               bytesRead++;
+       } while ( buffer[i++] != 0 );
+       buffer[i] = 0;
+
+       return bytesRead;
+}
+
+static int ReadChunkAndLength( FILE *fp, short *chunk, long *len )
+{
+       if ( fread( chunk, sizeof( short ), 1, fp ) != 1 )
+               return 0;
+       if ( fread( len, sizeof( long ), 1, fp ) != 1 )
+               Error( "Unexpected EOF found" );
+       return 1;
+}
+
+static void LoadMapName( FILE *fp, char *buffer, int thisChunkLen )
+{
+       unsigned short chunkID;
+       long chunkLen;
+       long bytesRead = 0;
+
+       while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
+       {
+               switch ( chunkID )
+               {
+               case _3DS_CHUNK_MAT_MAPNAME:
+                       fread( buffer, chunkLen - 6, 1, fp );
+                       break;
+               default:
+                       fread( s_buffer, chunkLen - 6, 1, fp );
+                       break;
+               }
+               bytesRead += chunkLen;
+               if ( bytesRead >= thisChunkLen )
+                       return;
+       }
+}
+
+static void LoadMaterialList( FILE *fp, long thisChunkLen, _3DSMaterial_t *pMat )
+{
+       long chunkLen;
+       unsigned short chunkID;
+       long bytesRead = 0;
+       _3DSMaterial_t mat;
+       char curdir[1024];
+       char buffer[2048];
+
+       memset( &mat, 0, sizeof( mat ) );
+
+       if ( s_verbose )
+               printf( "    >>> MATERIAL LIST\n" );
+
+       while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
+       {
+               switch ( chunkID )
+               {
+                       case _3DS_CHUNK_MAT_NAME:
+                               fread( mat.name, chunkLen - 6, 1, fp );
+                               if ( s_verbose )
+                                       printf( "        found mat name '%s'\n", mat.name );
+                               break;
+                       case _3DS_CHUNK_TEXMAP:
+                               LoadMapName( fp, mat.texture, chunkLen - 6 );
+                               if ( s_verbose )
+                                       printf( "        found texture '%s'\n", mat.texture );
+                               break;
+                       case _3DS_CHUNK_SPECMAP:
+                               LoadMapName( fp, mat.specular, chunkLen - 6 );
+                               if ( s_verbose )
+                                       printf( "        found specular map '%s'\n", mat.specular );
+                               break;
+                       case _3DS_CHUNK_OPACMAP:
+                               LoadMapName( fp, mat.opacity, chunkLen - 6 );
+                               if ( s_verbose )
+                                       printf( "        found opacity map '%s'\n", mat.opacity );
+                               break;
+                       case _3DS_CHUNK_REFLMAP:
+                               LoadMapName( fp, mat.reflection, chunkLen - 6 );
+                               if ( s_verbose )
+                                       printf( "        found reflection map '%s'\n", mat.reflection );
+                               break;
+                       case _3DS_CHUNK_BUMPMAP:
+                               LoadMapName( fp, mat.bump, chunkLen - 6 );
+                               if ( s_verbose )
+                                       printf( "        found bump map '%s'\n", mat.bump );
+                               break;
+                       default:
+                               fread( s_buffer, chunkLen - 6, 1, fp );
+                               break;
+               }
+
+               bytesRead += chunkLen;
+
+               if ( bytesRead >= thisChunkLen )
+                       break;
+       }
+
+       Q_getwd( curdir );
+
+       if ( mat.texture[0] )
+       {
+               sprintf( buffer, "%s%s", curdir, mat.texture );
+               if ( strstr( buffer, gamedir + 1 ) )
+                       strcpy( mat.texture, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );
+               else
+                       strcpy( mat.texture, buffer );
+       }
+
+       if ( mat.specular[0] )
+       {
+               sprintf( buffer, "%s%s", curdir, mat.specular );
+               if ( strstr( buffer, gamedir + 1 ) )
+                       strcpy( mat.specular, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );
+               else
+                       strcpy( mat.specular, buffer );
+       }
+
+       if ( mat.bump[0] )
+       {
+               sprintf( buffer, "%s%s", curdir, mat.bump );
+               if ( strstr( buffer, gamedir + 1 ) )
+                       strcpy( mat.bump, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );
+               else
+                       strcpy( mat.bump, buffer );
+       }
+
+       if ( mat.reflection[0] )
+       {
+               sprintf( buffer, "%s%s", curdir, mat.reflection );
+               if ( strstr( buffer, gamedir + 1 ) )
+                       strcpy( mat.reflection, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );
+               else
+                       strcpy( mat.reflection, buffer );
+       }
+
+       if ( mat.opacity[0] )
+       {
+               sprintf( buffer, "%s%s", curdir, mat.opacity );
+               if ( strstr( buffer, gamedir + 1 ) )
+                       strcpy( mat.opacity, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );
+               else
+                       strcpy( mat.opacity, buffer );
+       }
+
+       *pMat = mat;
+}
+
+static void LoadMeshMaterialGroup( FILE *fp, long thisChunkLen, _3DSMeshMaterialGroup_t *pMMG )
+{
+       _3DSMeshMaterialGroup_t mmg;
+
+       memset( &mmg, 0, sizeof( mmg ) );
+
+       ReadString( fp, mmg.name );
+
+       fread( &mmg.numFaces, sizeof( mmg.numFaces ), 1, fp );
+       mmg.pFaces = malloc( sizeof( mmg.pFaces[0] ) * mmg.numFaces );
+       fread( mmg.pFaces, sizeof( mmg.pFaces[0] ), mmg.numFaces, fp );
+
+       if ( s_verbose )
+       {
+               printf( "    >>> MESH MATERIAL GROUP '%s' (%d faces)\n", mmg.name, mmg.numFaces );
+
+               {
+                       int i;
+
+                       for ( i = 0; i < mmg.numFaces; i++ )
+                       {
+                               printf( "        %d\n", mmg.pFaces[i] );
+                       }
+               }
+       }
+
+       *pMMG = mmg;
+}
+
+static void LoadNamedTriObject( FILE *fp, long thisChunkLen, _3DSTriObject_t *pTO )
+{
+       long chunkLen;
+       unsigned short chunkID;
+       int i = 0;
+       long bytesRead = 0;
+       _3DSTriObject_t triObj;
+       _3DSMeshMaterialGroup_t meshMaterialGroups[MAX_MESH_MATERIAL_GROUPS];
+       int numMeshMaterialGroups = 0;
+
+       memset( &triObj, 0, sizeof( triObj ) );
+
+       if ( s_verbose )
+               printf( "        >>> NAMED TRI OBJECT\n" );
+
+       while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
+       {
+               switch ( chunkID )
+               {
+               case _3DS_CHUNK_MSH_MAT_GROUP:
+                       LoadMeshMaterialGroup( fp, chunkLen - 6, &meshMaterialGroups[numMeshMaterialGroups] );
+                       bytesRead += chunkLen;
+                       numMeshMaterialGroups++;
+                       break;
+               case _3DS_CHUNK_FACE_ARRAY:
+                       fread( &triObj.numFaces, sizeof( triObj.numFaces ), 1, fp );
+                       assert( triObj.pFaces == 0 );
+
+                       triObj.pFaces = malloc( sizeof( triObj.pFaces[0] ) * triObj.numFaces );
+                       fread( triObj.pFaces, sizeof( triObj.pFaces[0] ), triObj.numFaces, fp );
+                       bytesRead += sizeof( triObj.numFaces ) + triObj.numFaces * sizeof( triObj.pFaces[0] ) + 6;
+
+                       if ( s_verbose )
+                       {
+                               printf( "            found face array with %d faces\n", triObj.numFaces );
+                               for ( i = 0; i < triObj.numFaces; i++ )
+                               {
+                                       printf( "                %d: %d,%d,%d\n", i, triObj.pFaces[i].a, triObj.pFaces[i].b, triObj.pFaces[i].c );
+                               }
+                       }
+
+                       break;
+               case _3DS_CHUNK_POINT_ARRAY:
+                       fread( &triObj.numPoints, sizeof( triObj.numPoints ), 1, fp );
+                       triObj.pPoints = malloc( sizeof( triObj.pPoints[0] ) * triObj.numPoints );
+                       fread( triObj.pPoints, sizeof( triObj.pPoints[0] ), triObj.numPoints, fp );
+                       bytesRead += sizeof( triObj.numPoints ) + triObj.numPoints * sizeof( triObj.pPoints[0] ) + 6;
+
+                       // flip points around into our coordinate system
+                       for ( i = 0; i < triObj.numPoints; i++ )
+                       {
+                               float x, y, z;
+
+                               x = triObj.pPoints[i].x;
+                               y = triObj.pPoints[i].y;
+                               z = triObj.pPoints[i].z;
+
+                               triObj.pPoints[i].x = -y;
+                               triObj.pPoints[i].y = x;
+                               triObj.pPoints[i].z = z;
+                       }
+
+                       if ( s_verbose )
+                       {
+                               printf( "            found point array with %d points\n", triObj.numPoints );
+                               for ( i = 0; i < triObj.numPoints; i++ )
+                               {
+                                       printf( "                %d: %f,%f,%f\n", i, triObj.pPoints[i].x, triObj.pPoints[i].y, triObj.pPoints[i].z );
+                               }
+                       }
+                       break;
+               case _3DS_CHUNK_TEX_VERTS:
+                       fread( &triObj.numTexVerts, sizeof( triObj.numTexVerts ), 1, fp );
+                       triObj.pTexVerts = malloc( sizeof( triObj.pTexVerts[0] ) * triObj.numTexVerts );
+                       fread( triObj.pTexVerts, sizeof( triObj.pTexVerts[0] ), triObj.numTexVerts, fp );
+                       bytesRead += sizeof( triObj.numTexVerts ) + sizeof( triObj.pTexVerts[0] ) * triObj.numTexVerts + 6;
+
+                       if ( s_verbose )
+                       {
+                               printf( "            found tex vert array with %d tex verts\n", triObj.numTexVerts );
+                               for ( i = 0; i < triObj.numTexVerts; i++ )
+                               {
+                                       printf( "                %d: %f,%f\n", i, triObj.pTexVerts[i].s, triObj.pTexVerts[i].t );
+                               }
+                       }
+                       break;
+               default:
+                       fread( s_buffer, chunkLen - 6, 1, fp );
+                       bytesRead += chunkLen;
+                       break;
+               }
+
+               if ( bytesRead >= thisChunkLen )
+                       break;
+       }
+       *pTO = triObj;
+
+       if ( numMeshMaterialGroups == 0 )
+       {
+               numMeshMaterialGroups = 1;
+               strcpy( meshMaterialGroups[0].name, "(null)" );
+               if ( pTO->numTexVerts ) {
+                       printf( "Warning: assigning (null) skin to tri object\n" );
+               }
+       }
+       else
+       {
+               assert( pTO->numFaces == meshMaterialGroups[0].numFaces );
+       }
+
+       pTO->pMeshMaterialGroups = malloc( sizeof( _3DSMeshMaterialGroup_t ) * numMeshMaterialGroups );
+       memcpy( pTO->pMeshMaterialGroups, meshMaterialGroups, numMeshMaterialGroups * sizeof( meshMaterialGroups[0] ) );
+       pTO->numMeshMaterialGroups = numMeshMaterialGroups;
+
+       //
+       // sanity checks
+       //
+       assert( numMeshMaterialGroups <= 1 );
+}
+
+static void LoadNamedObject( FILE *fp, long thisChunkLen, _3DSNamedObject_t *pNO )
+{
+       long chunkLen;
+       unsigned short chunkID;
+       int i = 0;
+       long bytesRead = 0;
+       char name[100];
+       _3DSTriObject_t triObj[MAX_TRI_OBJECTS];
+       int numTriObjects = 0;
+
+       memset( triObj, 0, sizeof( triObj ) );
+
+       bytesRead += ReadString( fp, name );
+
+       if ( s_verbose )
+               printf( "    >>> NAMED OBJECT '%s'\n", name );
+
+       while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
+       {
+               switch ( chunkID )
+               {
+               case _3DS_CHUNK_NAMED_TRI_OBJECT:
+                       LoadNamedTriObject( fp, chunkLen - 6, &triObj[numTriObjects] );
+                       numTriObjects++;
+                       break;
+               default:
+                       fread( s_buffer, chunkLen - 6, 1, fp );
+                       break;
+               }
+
+               bytesRead += chunkLen;
+
+               if ( bytesRead >= thisChunkLen )
+                       break;
+       }
+
+       strcpy( pNO->name, name );
+       pNO->pTriObjects = malloc( sizeof( _3DSTriObject_t ) * numTriObjects );
+       memcpy( pNO->pTriObjects, triObj, sizeof( triObj[0] ) * numTriObjects );
+       pNO->numTriObjects = numTriObjects;
+
+       assert( numTriObjects <= 1 );
+}
+
+static void LoadEditChunk( FILE *fp, long thisChunkLen, _3DSEditChunk_t *pEC )
+{
+       unsigned short chunkID;
+       long chunkLen;
+       long bytesRead = 0;
+       _3DSEditChunk_t editChunk;
+
+       _3DSMaterial_t mat[MAX_MATERIALS];
+       _3DSNamedObject_t namedObjects[MAX_NAMED_OBJECTS];
+
+       int numMaterials = 0, numNamedObjects = 0;
+
+       memset( &editChunk, 0, sizeof( editChunk ) );
+
+       if ( s_verbose )
+               printf( ">>> EDIT CHUNK\n" );
+
+       while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
+       {
+               switch ( chunkID )
+               {
+               case _3DS_CHUNK_MAT_LIST:
+                       LoadMaterialList( fp, chunkLen - 6, &mat[numMaterials] );
+                       numMaterials++;
+                       break;
+               case _3DS_CHUNK_NAMED_OBJECT:
+                       LoadNamedObject( fp, chunkLen - 6, &namedObjects[numNamedObjects] );
+                       if ( namedObjects[numNamedObjects].numTriObjects != 0 )
+                               ++numNamedObjects;
+                       break;
+               case _3DS_CHUNK_MESH_VERSION:
+               default:
+                       fread( s_buffer, chunkLen - 6, 1, fp );
+                       break;
+               }
+
+               bytesRead += chunkLen;
+
+               if ( bytesRead >= thisChunkLen )
+                       break;
+       }
+
+       if ( numMaterials == 0 )
+       {
+               numMaterials = 1;
+               strcpy( mat[0].name, "(null)" );
+               printf( "Warning: no material definitions found\n" );
+       }
+
+       pEC->numNamedObjects = numNamedObjects;
+
+       pEC->pMaterials = malloc( sizeof( _3DSMaterial_t ) * numMaterials );
+       pEC->pNamedObjects = malloc( sizeof( _3DSNamedObject_t ) * numNamedObjects );
+
+       memcpy( pEC->pMaterials, mat, numMaterials * sizeof( mat[0] ) );
+       memcpy( pEC->pNamedObjects, namedObjects, numNamedObjects * sizeof( namedObjects[0] ) );
+}
+
+static void Load3DS( const char *filename, _3DS_t *p3DS, qboolean verbose )
+{
+       FILE *fp;
+       unsigned short chunkID;
+       long  chunkLen;
+       _3DSEditChunk_t editChunk;
+
+       s_verbose = verbose;
+
+       if ( ( fp = fopen( filename, "rb" ) ) == 0 )
+               Error( "Unable to open '%s'", filename );
+
+       // read magic number
+       if ( ( fread( &chunkID, sizeof( short ), 1, fp ) != 1 ) ||
+                ( LittleShort( chunkID ) != _3DS_CHUNK_MAGIC ) )
+       {
+               Error( "Missing or incorrect magic number in '%s'", filename );
+       }
+       if ( fread( &chunkLen, sizeof( chunkLen ), 1, fp ) != 1 )
+               Error( "Unexpected EOF encountered in '%s'", filename );
+       // version number
+       if ( !ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
+               Error( "Missing version number in '%s'", filename );
+       if ( fread( s_buffer, chunkLen - 6, 1, fp ) != 1 )
+               Error( "Unexpected EOF encountered in '%s'", filename );
+
+       while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
+       {
+               switch ( chunkID )
+               {
+                       case _3DS_CHUNK_EDIT:
+                               LoadEditChunk( fp, chunkLen - 6, &editChunk );
+                               break;
+                       case _3DS_CHUNK_KEYFRAME_DATA:
+                               fread( s_buffer, chunkLen - 6, 1, fp );
+                               break;
+                       default:
+                               fread( s_buffer, chunkLen - 6, 1, fp );
+                               break;
+               }
+       }
+
+       fclose( fp );
+
+       p3DS->editChunk = editChunk;
+}
+
+static void ComputeNormals( _3DSTriObject_t *pTO, triangle_t *pTris )
+{
+       vec3_t faceNormals[POLYSET_MAXTRIANGLES];
+       vec3_t vertexNormals[POLYSET_MAXTRIANGLES*3];
+       vec3_t side0, side1, facenormal;
+       int f, v;
+
+       memset( faceNormals, 0, sizeof( faceNormals ) );
+       memset( vertexNormals, 0, sizeof( vertexNormals ) );
+
+       //
+       // compute face normals
+       //
+       for ( f = 0; f < pTO->numFaces; f++ )
+       {
+               VectorSubtract( pTris[f].verts[0], pTris[f].verts[1], side0 );
+               VectorSubtract( pTris[f].verts[2], pTris[f].verts[1], side1 );
+
+               CrossProduct( side0, side1, facenormal );
+               VectorNormalize( facenormal, faceNormals[f] );
+       }
+
+       //
+       // sum vertex normals
+       //
+       for ( v = 0; v < pTO->numPoints; v++ )
+       {
+               for ( f = 0; f < pTO->numFaces; f++ )
+               {
+                       if ( ( pTO->pFaces[f].a == v ) ||
+                                ( pTO->pFaces[f].b == v ) ||
+                                ( pTO->pFaces[f].c == v ) )
+                       {
+                               vertexNormals[v][0] += faceNormals[f][0];
+                               vertexNormals[v][1] += faceNormals[f][1];
+                               vertexNormals[v][2] += faceNormals[f][2];
+                       }
+               }
+
+               VectorNormalize( vertexNormals[v], vertexNormals[v] );
+       }
+
+       //
+       // copy vertex normals into triangles
+       //
+       for ( f = 0; f < pTO->numFaces; f++ )
+       {
+               int i0 = pTO->pFaces[f].c;
+               int i1 = pTO->pFaces[f].b;
+               int i2 = pTO->pFaces[f].a;
+
+               VectorCopy( vertexNormals[i0], pTris[f].normals[0] );
+               VectorCopy( vertexNormals[i1], pTris[f].normals[1] );
+               VectorCopy( vertexNormals[i2], pTris[f].normals[2] );
+       }
+}
+
+/*
+** void _3DS_LoadPolysets
+*/
+void _3DS_LoadPolysets( const char *filename, polyset_t **ppPSET, int *numpsets, qboolean verbose )
+{
+       _3DS_t _3ds;
+       int numPolysets;
+       polyset_t *pPSET;
+       triangle_t *ptri, *triangles;
+       int i;
+
+       // load the 3DS
+       memset( &_3ds, 0, sizeof( _3ds ) );
+       Load3DS( filename, &_3ds, verbose );
+
+       // compute information
+       numPolysets = _3ds.editChunk.numNamedObjects;
+
+       // allocate memory
+       pPSET = calloc( 1, numPolysets * sizeof( polyset_t ) );
+       triangles = ptri = calloc( 1, POLYSET_MAXTRIANGLES * sizeof( triangle_t ) );
+
+       // copy the data over
+       for ( i = 0; i < numPolysets; i++ )
+       {
+               char matnamebuf[1024];
+               int j;
+               triangle_t *tri;
+               _3DSTriObject_t *pTO = &_3ds.editChunk.pNamedObjects[i].pTriObjects[0];
+
+               pPSET[i].triangles = ptri;
+               pPSET[i].numtriangles = pTO->numFaces;
+               strcpy( pPSET[i].name, _3ds.editChunk.pNamedObjects[i].name );
+
+               strcpy( matnamebuf, filename );
+               if ( strrchr( matnamebuf, '/' ) )
+                       *( strrchr( matnamebuf, '/' ) + 1 )= 0;
+               strcat( matnamebuf, pTO->pMeshMaterialGroups[0].name );
+
+               if ( strstr( matnamebuf, gamedir ) )
+                       strcpy( pPSET[i].materialname, strstr( matnamebuf, gamedir ) + strlen( gamedir ) );
+               else
+                       strcpy( pPSET[i].materialname, pTO->pMeshMaterialGroups[0].name );
+
+               assert( pPSET[i].numtriangles < POLYSET_MAXTRIANGLES );
+
+               for ( tri = ptri, j = 0; j < pPSET[i].numtriangles; j++ )
+               {
+                       int i0 = pTO->pFaces[j].c;
+                       int i1 = pTO->pFaces[j].b;
+                       int i2 = pTO->pFaces[j].a;
+
+                       tri->verts[0][0] = pTO->pPoints[i0].x;
+                       tri->verts[0][1] = pTO->pPoints[i0].y;
+                       tri->verts[0][2] = pTO->pPoints[i0].z;
+
+                       tri->verts[1][0] = pTO->pPoints[i1].x;
+                       tri->verts[1][1] = pTO->pPoints[i1].y;
+                       tri->verts[1][2] = pTO->pPoints[i1].z;
+
+                       tri->verts[2][0] = pTO->pPoints[i2].x;
+                       tri->verts[2][1] = pTO->pPoints[i2].y;
+                       tri->verts[2][2] = pTO->pPoints[i2].z;
+/*
+                       for ( k = 0; k < 3; k++ )
+                       {
+                               tri->colors[0][k] = 1;
+                               tri->colors[1][k] = 1;
+                               tri->colors[2][k] = 1;
+                       }
+*/
+
+                       if ( pTO->pTexVerts )
+                       {
+                               tri->texcoords[0][0] = pTO->pTexVerts[i0].s;
+                               tri->texcoords[0][1] = 1.0f - pTO->pTexVerts[i0].t;
+                               tri->texcoords[1][0] = pTO->pTexVerts[i1].s;
+                               tri->texcoords[1][1] = 1.0f - pTO->pTexVerts[i1].t;
+                               tri->texcoords[2][0] = pTO->pTexVerts[i2].s;
+                               tri->texcoords[2][1] = 1.0f - pTO->pTexVerts[i2].t;
+                       }
+
+                       tri++;
+               }
+
+               ptri += pPSET[i].numtriangles;
+               assert( ptri - triangles < POLYSET_MAXTRIANGLES );
+       }
+
+       // compute normal data
+#if 0
+       for ( i = 0; i < numPolysets; i++ )
+       {
+               // unique vertices based solely on vertex position
+               ComputeNormals( &_3ds.editChunk.pNamedObjects[i].pTriObjects[0],
+                                                pPSET[i].triangles );
+       }
+#endif
+
+       free( _3ds.editChunk.pMaterials );
+       free( _3ds.editChunk.pNamedObjects );
+
+       *ppPSET = pPSET;
+       *numpsets = numPolysets;
+}