int x, y;
int w = width/2;
int h = height;
- unsigned int *solidpixels = (unsigned int *)Mem_Alloc(tempmempool, w*h*sizeof(unsigned char[4]));
- unsigned int *alphapixels = (unsigned int *)Mem_Alloc(tempmempool, w*h*sizeof(unsigned char[4]));
+ unsigned *solidpixels = Mem_Alloc(tempmempool, w*h*sizeof(unsigned char[4]));
+ unsigned *alphapixels = Mem_Alloc(tempmempool, w*h*sizeof(unsigned char[4]));
// allocate a texture pool if we need it
if (loadmodel->texturepool == NULL && cls.state != ca_dedicated)
// LordHavoc: HL sky textures are entirely different than quake
if (!loadmodel->brush.ishlbsp && !strncmp(tx->name, "sky", 3) && mtwidth == mtheight * 2)
{
- data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), false, false, r_texture_convertsRGB_skin.integer != 0, NULL);
+ data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), false, false, r_texture_convertsRGB_skin.integer, NULL);
if (!data)
- data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), false, false, r_texture_convertsRGB_skin.integer != 0, NULL);
+ data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), false, false, r_texture_convertsRGB_skin.integer, NULL);
if (data && image_width == image_height * 2)
{
R_Q1BSP_LoadSplitSky(data, image_width, image_height, 4);
loadmodel->texturepool = R_AllocTexturePool();
// could not find room, make a new lightmap
loadmodel->brushq3.num_mergedlightmaps = lightmapnumber + 1;
- loadmodel->brushq3.data_lightmaps = (rtexture_t **)Mem_Realloc(loadmodel->mempool, loadmodel->brushq3.data_lightmaps, loadmodel->brushq3.num_mergedlightmaps * sizeof(loadmodel->brushq3.data_lightmaps[0]));
- loadmodel->brushq3.data_deluxemaps = (rtexture_t **)Mem_Realloc(loadmodel->mempool, loadmodel->brushq3.data_deluxemaps, loadmodel->brushq3.num_mergedlightmaps * sizeof(loadmodel->brushq3.data_deluxemaps[0]));
+ loadmodel->brushq3.data_lightmaps = Mem_Realloc(loadmodel->mempool, loadmodel->brushq3.data_lightmaps, loadmodel->brushq3.num_mergedlightmaps * sizeof(loadmodel->brushq3.data_lightmaps[0]));
+ loadmodel->brushq3.data_deluxemaps = Mem_Realloc(loadmodel->mempool, loadmodel->brushq3.data_deluxemaps, loadmodel->brushq3.num_mergedlightmaps * sizeof(loadmodel->brushq3.data_deluxemaps[0]));
loadmodel->brushq3.data_lightmaps[lightmapnumber] = lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_ALLOWUPDATES, -1, NULL);
if (loadmodel->brushq1.nmaplightdata)
loadmodel->brushq3.data_deluxemaps[lightmapnumber] = deluxemaptexture = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_ALLOWUPDATES, -1, NULL);
if (portalpointsbuffersize < portalpointsbufferoffset + 6*MAX_PORTALPOINTS)
{
portalpointsbuffersize = portalpointsbufferoffset * 2;
- portalpointsbuffer = (double *)Mem_Realloc(loadmodel->mempool, portalpointsbuffer, portalpointsbuffersize * sizeof(*portalpointsbuffer));
+ portalpointsbuffer = Mem_Realloc(loadmodel->mempool, portalpointsbuffer, portalpointsbuffersize * sizeof(*portalpointsbuffer));
}
frontpoints = portalpointsbuffer + portalpointsbufferoffset;
portalpointsbufferoffset += 3*MAX_PORTALPOINTS;
Mem_ExpandableArray_NewArray(&portalarray, loadmodel->mempool, sizeof(portal_t), 1020*1024/sizeof(portal_t));
portalpointsbufferoffset = 0;
portalpointsbuffersize = 6*MAX_PORTALPOINTS*128;
- portalpointsbuffer = (double *)Mem_Alloc(loadmodel->mempool, portalpointsbuffersize * sizeof(*portalpointsbuffer));
+ portalpointsbuffer = Mem_Alloc(loadmodel->mempool, portalpointsbuffersize * sizeof(*portalpointsbuffer));
Mod_Q1BSP_RecursiveNodePortals(loadmodel->brush.data_nodes + loadmodel->brushq1.hulls[0].firstclipnode);
Mem_Free(portalpointsbuffer);
portalpointsbuffer = NULL;
// figure out what the most reasonable merge power is within limits
// find the appropriate NxN dimensions to merge to, to avoid wasted space
- realcount = count >> (int)loadmodel->brushq3.deluxemapping;
+ realcount = count >> loadmodel->brushq3.deluxemapping;
// figure out how big the merged texture has to be
mergegoal = 128<<bound(0, mod_q3bsp_lightmapmergepower.integer, 6);
for (i = 0;i < count;i++)
{
// figure out which merged lightmap texture this fits into
- realindex = i >> (int)loadmodel->brushq3.deluxemapping;
+ realindex = i >> loadmodel->brushq3.deluxemapping;
lightmapindex = i >> powerdxy;
// choose the destination address
Mod_AllocSurfMesh(loadmodel->mempool, meshvertices, meshtriangles, false, true, false);
if (collisiontriangles)
{
- loadmodel->brush.data_collisionvertex3f = (float *)Mem_Alloc(loadmodel->mempool, collisionvertices * sizeof(float[3]));
- loadmodel->brush.data_collisionelement3i = (int *)Mem_Alloc(loadmodel->mempool, collisiontriangles * sizeof(int[3]));
+ loadmodel->brush.data_collisionvertex3f = Mem_Alloc(loadmodel->mempool, collisionvertices * sizeof(float[3]));
+ loadmodel->brush.data_collisionelement3i = Mem_Alloc(loadmodel->mempool, collisiontriangles * sizeof(int[3]));
}
meshvertices = 0;
meshtriangles = 0;
return NULL;
// allocate the memory for the BIH leaf nodes
- bihleafs = (bih_leaf_t *)Mem_Alloc(loadmodel->mempool, sizeof(bih_leaf_t) * bihnumleafs);
+ bihleafs = Mem_Alloc(loadmodel->mempool, sizeof(bih_leaf_t) * bihnumleafs);
// now populate the BIH leaf nodes
bihleafindex = 0;
// allocate buffers for the produced and temporary data
bihmaxnodes = bihnumleafs - 1;
- bihnodes = (bih_node_t *)Mem_Alloc(loadmodel->mempool, sizeof(bih_node_t) * bihmaxnodes);
- temp_leafsort = (int *)Mem_Alloc(loadmodel->mempool, sizeof(int) * bihnumleafs * 2);
+ bihnodes = Mem_Alloc(loadmodel->mempool, sizeof(bih_node_t) * bihmaxnodes);
+ temp_leafsort = Mem_Alloc(loadmodel->mempool, sizeof(int) * bihnumleafs * 2);
temp_leafsortscratch = temp_leafsort + bihnumleafs;
// now build it
if (out->maxnodes > out->numnodes)
{
out->maxnodes = out->numnodes;
- out->nodes = (bih_node_t *)Mem_Realloc(loadmodel->mempool, out->nodes, out->numnodes * sizeof(bih_node_t));
+ out->nodes = Mem_Realloc(loadmodel->mempool, out->nodes, out->numnodes * sizeof(bih_node_t));
}
return out;
// parse the OBJ text now
for(;;)
{
- static char emptyarg[1] = "";
if (!*text)
break;
linenumber++;
line[linelen] = text[linelen];
line[linelen] = 0;
for (argc = 0;argc < 4;argc++)
- argv[argc] = emptyarg;
+ argv[argc] = "";
argc = 0;
s = line;
while (*s == ' ' || *s == '\t')
loadmodel->radius2 = modelradius * modelradius;
// allocate storage for triangles
- loadmodel->surfmesh.data_element3i = (int *)Mem_Alloc(loadmodel->mempool, numtriangles * sizeof(int[3]));
+ loadmodel->surfmesh.data_element3i = Mem_Alloc(loadmodel->mempool, numtriangles * sizeof(int[3]));
// allocate vertex hash structures to build an optimal vertex subset
vertexhashsize = numtriangles*2;
- vertexhashtable = (int *)Mem_Alloc(loadmodel->mempool, sizeof(int) * vertexhashsize);
+ vertexhashtable = Mem_Alloc(loadmodel->mempool, sizeof(int) * vertexhashsize);
memset(vertexhashtable, 0xFF, sizeof(int) * vertexhashsize);
- vertexhashdata = (objvertex_t *)Mem_Alloc(loadmodel->mempool, sizeof(*vertexhashdata) * numtriangles*3);
+ vertexhashdata = Mem_Alloc(loadmodel->mempool, sizeof(*vertexhashdata) * numtriangles*3);
vertexhashcount = 0;
// gather surface stats for assigning vertex/triangle ranges