loadmodel->surfmesh.data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_triangles * sizeof(int[3]));
}
Mod_MDL_LoadFrames (startframes, numverts, vertremap);
- loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
loadmodel->AnimateVertices = Mod_MDL_AnimateVertices; // needed during loading, may be cleared by code later in this function
if (loadmodel->surfmesh.data_neighbor3i)
Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
surface->num_firstvertex = 0;
surface->num_vertices = loadmodel->surfmesh.num_vertices;
- loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
+ loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MDL_AnimateVertices : NULL;
if (!loadmodel->surfmesh.isanimated)
Mem_Free(vertremap);
- loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
+ loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
loadmodel->AnimateVertices = Mod_MDL_AnimateVertices; // needed during loading, may be cleared by code later in this function
if (loadmodel->surfmesh.data_neighbor3i)
Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
if (loadmodel->surfmesh.data_element3s)
for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
- loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
+ loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
loadmodel->AnimateVertices = Mod_MD3_AnimateVertices; // needed during loading, may be cleared by code later in this function
if (loadmodel->surfmesh.data_neighbor3i)
Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
meshvertices = pheader->numverts;
meshtriangles = pheader->numtris;
- loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
+ loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL;
loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
loadmodel->nummodelsurfaces = loadmodel->num_surfaces = pheader->num_meshs;
loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
loadmodel->num_texturesperskin = loadmodel->num_surfaces;
- loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
+ loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL;
// do most allocations as one merged chunk
data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short)) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
loadmodel->num_texturesperskin = loadmodel->num_surfaces;
loadmodel->surfmesh.num_vertices = meshvertices;
loadmodel->surfmesh.num_triangles = meshtriangles;
- loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
+ loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL;
// do most allocations as one merged chunk
size = loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? loadmodel->surfmesh.num_triangles * sizeof(int[3]) : 0) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[2]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned short) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t) + ((loadmodel->surfmesh.num_vertices <= 65536) ? (loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3])) : 0);
// this unaligned memory access is safe (all bytes)
for (i = 0;i < (int)header.num_vertexes;i++)
{
- outcolor[0] = vcolor4ub[0] * (1.0f / 128.0f);
- outcolor[1] = vcolor4ub[1] * (1.0f / 128.0f);
- outcolor[2] = vcolor4ub[2] * (1.0f / 128.0f);
- outcolor[3] = vcolor4ub[3] * (1.0f / 128.0f);
+ outcolor[0] = vcolor4ub[0] * (1.0f / 255.0f);
+ outcolor[1] = vcolor4ub[1] * (1.0f / 255.0f);
+ outcolor[2] = vcolor4ub[2] * (1.0f / 255.0f);
+ outcolor[3] = vcolor4ub[3] * (1.0f / 255.0f);
vcolor4ub += 4;
outcolor += 4;
}