cvar_t r_skeletal_debugtranslatex = {0, "r_skeletal_debugtranslatex", "1", "development cvar for testing skeletal model code"};
cvar_t r_skeletal_debugtranslatey = {0, "r_skeletal_debugtranslatey", "1", "development cvar for testing skeletal model code"};
cvar_t r_skeletal_debugtranslatez = {0, "r_skeletal_debugtranslatez", "1", "development cvar for testing skeletal model code"};
+cvar_t mod_alias_supporttagscale = {0, "mod_alias_supporttagscale", "1", "support scaling factors in bone/tag attachment matrices as supported by MD3"};
float mod_md3_sin[320];
Cvar_RegisterVariable(&r_skeletal_debugtranslatex);
Cvar_RegisterVariable(&r_skeletal_debugtranslatey);
Cvar_RegisterVariable(&r_skeletal_debugtranslatez);
+ Cvar_RegisterVariable(&mod_alias_supporttagscale);
for (i = 0;i < 320;i++)
mod_md3_sin[i] = sin(i * M_PI * 2.0f / 256.0);
}
return 6;
Matrix4x4_FromArray12FloatGL(outmatrix, model->data_tags[poseframe * model->num_tags + tagindex].matrixgl);
}
+
+ if(!mod_alias_supporttagscale.integer)
+ Matrix4x4_Normalize3(outmatrix, outmatrix);
+
return 0;
}
{
int i, k;
double scale;
- float *basebonepose = Mem_Alloc(tempmempool, loadmodel->num_bones * sizeof(float[12]));
+ float *basebonepose = (float *) Mem_Alloc(tempmempool, loadmodel->num_bones * sizeof(float[12]));
float *in12f = loadmodel->data_poses;
float *out12f = basebonepose;
float *outinv12f = loadmodel->data_baseboneposeinverse;
frameblend_t frameblend[4];
memset(frameblend, 0, sizeof(frameblend));
frameblend[0].lerp = 1;
- vertex3f = Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+ vertex3f = (float *) Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3]));
VectorClear(loadmodel->normalmins);
VectorClear(loadmodel->normalmaxs);
yawradius = 0;
texture->currentmaterialflags = texture->basematerialflags;
}
-static void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, char *meshname, char *shadername)
+static void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, const char *meshname, const char *shadername)
{
int i;
skinfileitem_t *skinfileitem;
// load the skins
skinfiles = Mod_LoadSkinFiles();
- loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numskins * sizeof(animscene_t));
- loadmodel->num_textures = loadmodel->num_surfaces * totalskins;
- loadmodel->num_texturesperskin = loadmodel->num_surfaces;
- loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * totalskins * sizeof(texture_t));
if (skinfiles)
{
+ loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numskins * sizeof(animscene_t));
+ loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+ loadmodel->num_texturesperskin = loadmodel->num_surfaces;
+ loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures, skinfiles, "default", "");
Mod_FreeSkinFiles(skinfiles);
for (i = 0;i < loadmodel->numskins;i++)
}
else
{
+ loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numskins * sizeof(animscene_t));
+ loadmodel->num_textures = loadmodel->num_surfaces * totalskins;
+ loadmodel->num_texturesperskin = loadmodel->num_surfaces;
+ loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * totalskins * sizeof(texture_t));
totalskins = 0;
datapointer = startskins;
for (i = 0;i < loadmodel->numskins;i++)
for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
}
- loadmodel->data_poses = Mem_Alloc(loadmodel->mempool, loadmodel->num_poses * sizeof(float[12]));
+ loadmodel->data_poses = (float *) Mem_Alloc(loadmodel->mempool, loadmodel->num_poses * sizeof(float[12]));
for (i = 0;i < loadmodel->numskins;i++)
{