#include "image.h"
#include "r_shadow.h"
-cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"};
+cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps skins (so they become blurrier in the distance), disabled by default because it tends to blur with strange border colors from the skin"};
model_t *loadmodel;
+#if 0
+// LordHavoc: was 512
+static int mod_numknown = 0;
+static int mod_maxknown = 0;
+static model_t *mod_known = NULL;
+#else
// LordHavoc: was 512
#define MAX_MOD_KNOWN (MAX_MODELS + 256)
+static int mod_numknown = 0;
+static int mod_maxknown = MAX_MOD_KNOWN;
static model_t mod_known[MAX_MOD_KNOWN];
+#endif
static void mod_start(void)
{
int i;
- for (i = 0;i < MAX_MOD_KNOWN;i++)
- if (mod_known[i].name[0])
- Mod_UnloadModel(&mod_known[i]);
- Mod_LoadModels();
+ model_t *mod;
+
+ for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
+ if (mod->name[0] && mod->name[0] != '*')
+ if (mod->used)
+ Mod_LoadModel(mod, true, false, mod->isworldmodel);
}
static void mod_shutdown(void)
{
int i;
- for (i = 0;i < MAX_MOD_KNOWN;i++)
- if (mod_known[i].name[0])
- Mod_UnloadModel(&mod_known[i]);
+ model_t *mod;
+
+ for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
+ if (mod->loaded || mod->mempool)
+ Mod_UnloadModel(mod);
}
static void mod_newmap(void)
if (!cl_stainmaps_clearonload.integer)
return;
- for (i = 0;i < MAX_MOD_KNOWN;i++)
+ for (i = 0;i < mod_numknown;i++)
{
- if (mod_known[i].name[0])
+ if (mod_known[i].mempool && mod_known[i].data_surfaces)
{
for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
{
Mod_SpriteInit();
Cvar_RegisterVariable(&r_mipskins);
- Cmd_AddCommand ("modellist", Mod_Print);
- Cmd_AddCommand ("modelprecache", Mod_Precache);
+ Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
+ Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
}
void Mod_RenderInit(void)
R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
}
-void Mod_FreeModel (model_t *mod)
-{
- R_FreeTexturePool(&mod->texturepool);
- Mem_FreePool(&mod->mempool);
-
- // clear the struct to make it available
- memset(mod, 0, sizeof(model_t));
-}
-
void Mod_UnloadModel (model_t *mod)
{
char name[MAX_QPATH];
strcpy(name, mod->name);
isworldmodel = mod->isworldmodel;
used = mod->used;
- Mod_FreeModel(mod);
+ // free textures/memory attached to the model
+ R_FreeTexturePool(&mod->texturepool);
+ Mem_FreePool(&mod->mempool);
+ // clear the struct to make it available
+ memset(mod, 0, sizeof(model_t));
+ // restore the fields we want to preserve
strcpy(mod->name, name);
mod->isworldmodel = isworldmodel;
mod->used = used;
Loads a model
==================
*/
-static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
{
int num;
unsigned int crc;
void *buf;
+ fs_offset_t filesize;
mod->used = true;
{
if (checkdisk && mod->loaded)
Con_DPrintf("checking model %s\n", mod->name);
- buf = FS_LoadFile (mod->name, tempmempool, false);
+ buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
if (buf)
{
- crc = CRC_Block(buf, fs_filesize);
+ crc = CRC_Block((unsigned char *)buf, filesize);
if (mod->crc != crc)
mod->loaded = false;
}
}
if (mod->loaded)
- return mod; // already loaded
+ {
+ // already loaded
+ if (buf)
+ Mem_Free(buf);
+ return mod;
+ }
Con_DPrintf("loading model %s\n", mod->name);
// LordHavoc: unload the existing model in this slot (if there is one)
- Mod_UnloadModel(mod);
+ if (mod->loaded || mod->mempool)
+ Mod_UnloadModel(mod);
// load the model
mod->isworldmodel = isworldmodel;
VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
- // all models use memory, so allocate a memory pool
- mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
- // all models load textures, so allocate a texture pool
- if (cls.state != ca_dedicated)
- mod->texturepool = R_AllocTexturePool();
-
if (buf)
{
+ char *bufend = (char *)buf + filesize;
+
+ // all models use memory, so allocate a memory pool
+ mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
+ // all models load textures, so allocate a texture pool
+ if (cls.state != ca_dedicated)
+ mod->texturepool = R_AllocTexturePool();
+
num = LittleLong(*((int *)buf));
// call the apropriate loader
loadmodel = mod;
- if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
- else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
- else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
- else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
- else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf);
- else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
- else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
- else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
- else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
- else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
+ if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
+ else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
+ else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
+ else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
Mem_Free(buf);
+ // no fatal errors occurred, so this model is ready to use.
+ mod->loaded = true;
}
else if (crash)
{
// LordHavoc: Sys_Error was *ANNOYING*
Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
}
-
- // no errors occurred
- mod->loaded = true;
return mod;
}
-void Mod_CheckLoaded(model_t *mod)
-{
- if (mod)
- {
- if (!mod->loaded)
- Mod_LoadModel(mod, true, true, mod->isworldmodel);
- else
- {
- //if (mod->type == mod_invalid)
- // Host_Error("Mod_CheckLoaded: invalid model\n");
- mod->used = true;
- return;
- }
- }
-}
-
-/*
-===================
-Mod_ClearAll
-===================
-*/
-void Mod_ClearAll(void)
-{
-}
-
void Mod_ClearUsed(void)
{
+#if 0
int i;
model_t *mod;
- for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
+ for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
if (mod->name[0])
mod->used = false;
+#endif
}
void Mod_PurgeUnused(void)
int i;
model_t *mod;
- for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
+ for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
if (mod->name[0])
if (!mod->used)
- Mod_FreeModel(mod);
+ Mod_UnloadModel(mod);
}
// only used during loading!
void Mod_RemoveStaleWorldModels(model_t *skip)
-{
- int i;
- for (i = 0;i < MAX_MOD_KNOWN;i++)
- if (mod_known[i].isworldmodel && skip != &mod_known[i])
- Mod_UnloadModel(mod_known + i);
-}
-
-void Mod_LoadModels(void)
{
int i;
model_t *mod;
- for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
- if (mod->name[0])
- if (mod->used)
- Mod_CheckLoaded(mod);
+ for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
+ {
+ if (mod->isworldmodel && mod->loaded && skip != mod)
+ {
+ Mod_UnloadModel(mod);
+ mod->isworldmodel = false;
+ mod->used = false;
+ }
+ }
}
/*
model_t *Mod_FindName(const char *name)
{
int i;
- model_t *mod, *freemod;
+ model_t *mod;
if (!name[0])
Host_Error ("Mod_ForName: NULL name");
// search the currently loaded models
- freemod = NULL;
- for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
+ for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
{
- if (mod->name[0])
+ if (mod->name[0] && !strcmp(mod->name, name))
{
- if (!strcmp (mod->name, name))
- {
- mod->used = true;
- return mod;
- }
+ mod->used = true;
+ return mod;
}
- else if (freemod == NULL)
- freemod = mod;
}
- if (freemod)
+ // no match found, find room for a new one
+ for (i = 0;i < mod_numknown;i++)
+ if (!mod_known[i].name[0])
+ break;
+
+ if (mod_maxknown == i)
{
- mod = freemod;
- strcpy (mod->name, name);
- mod->loaded = false;
- mod->used = true;
- return mod;
+#if 0
+ model_t *old;
+ mod_maxknown += 256;
+ old = mod_known;
+ mod_known = Mem_Alloc(mod_mempool, mod_maxknown * sizeof(model_t));
+ if (old)
+ {
+ memcpy(mod_known, old, mod_numknown * sizeof(model_t));
+ Mem_Free(old);
+ }
+#else
+ Host_Error ("Mod_FindName: ran out of models");
+#endif
}
-
- Host_Error ("Mod_FindName: ran out of models\n");
- return NULL;
+ if (mod_numknown == i)
+ mod_numknown++;
+ mod = mod_known + i;
+ strcpy (mod->name, name);
+ mod->loaded = false;
+ mod->used = true;
+ return mod;
}
/*
*/
model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
{
- return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
+ model_t *model;
+ model = Mod_FindName(name);
+ if (model->name[0] != '*' && (!model->loaded || checkdisk))
+ Mod_LoadModel(model, crash, checkdisk, isworldmodel);
+ return model;
+}
+
+/*
+==================
+Mod_Reload
+
+Reloads all models if they have changed
+==================
+*/
+void Mod_Reload()
+{
+ int i;
+ model_t *mod;
+
+ for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
+ if (mod->name[0] && mod->name[0] != '*')
+ if (mod->used)
+ Mod_LoadModel(mod, true, true, mod->isworldmodel);
}
-qbyte *mod_base;
+unsigned char *mod_base;
//=============================================================================
model_t *mod;
Con_Print("Loaded models:\n");
- for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
+ for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
if (mod->name[0])
Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
}
int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
{
int i, count;
- qbyte *used;
- used = Mem_Alloc(tempmempool, numvertices);
+ unsigned char *used;
+ used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
memset(used, 0, numvertices);
for (i = 0;i < numelements;i++)
used[elements[i]] = 1;
#if 1
// fast way, using an edge hash
-#define TRIANGLEEDGEHASH 16384
+#define TRIANGLEEDGEHASH 8192
void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
{
int i, j, p, e1, e2, *n, hashindex, count, match;
edgehashentries = edgehashentriesbuffer;
// if there are too many triangles for the stack array, allocate larger buffer
if (numtriangles > TRIANGLEEDGEHASH)
- edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
+ edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
// find neighboring triangles
for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
{
}
#endif
-void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
+void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
{
- int i;
+ int i, warned = false, endvertex = firstvertex + numverts;
for (i = 0;i < numtriangles * 3;i++)
- if ((unsigned int)elements[i] >= (unsigned int)numverts)
- Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
+ {
+ if (elements[i] < firstvertex || elements[i] >= endvertex)
+ {
+ if (!warned)
+ {
+ warned = true;
+ Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
+ }
+ elements[i] = firstvertex;
+ }
+ }
}
// warning: this is an expensive function!
-void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f)
+void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
{
- int i, tnum;
- float normal[3], *v;
- const int *e;
+ int i, j;
+ const int *element;
+ float *vectorNormal;
+ float areaNormal[3];
// clear the vectors
memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
// process each vertex of each triangle and accumulate the results
- for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
+ // use area-averaging, to make triangles with a big area have a bigger
+ // weighting on the vertex normal than triangles with a small area
+ // to do so, just add the 'normals' together (the bigger the area
+ // the greater the length of the normal is
+ element = elements;
+ for (i = 0; i < numtriangles; i++, element += 3)
{
- TriangleNormal(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, normal);
- VectorNormalize(normal);
- v = normal3f + e[0] * 3;
- v[0] += normal[0];
- v[1] += normal[1];
- v[2] += normal[2];
- v = normal3f + e[1] * 3;
- v[0] += normal[0];
- v[1] += normal[1];
- v[2] += normal[2];
- v = normal3f + e[2] * 3;
- v[0] += normal[0];
- v[1] += normal[1];
- v[2] += normal[2];
+ TriangleNormal(
+ vertex3f + element[0] * 3,
+ vertex3f + element[1] * 3,
+ vertex3f + element[2] * 3,
+ areaNormal
+ );
+
+ if (!areaweighting)
+ VectorNormalize(areaNormal);
+
+ for (j = 0;j < 3;j++)
+ {
+ vectorNormal = normal3f + element[j] * 3;
+ vectorNormal[0] += areaNormal[0];
+ vectorNormal[1] += areaNormal[1];
+ vectorNormal[2] += areaNormal[2];
+ }
}
- // now we could divide the vectors by the number of averaged values on
- // each vertex... but instead normalize them
- for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
- VectorNormalize(v);
+ // and just normalize the accumulated vertex normal in the end
+ vectorNormal = normal3f + 3 * firstvertex;
+ for (i = 0; i < numvertices; i++, vectorNormal += 3)
+ VectorNormalize(vectorNormal);
}
void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
{
float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
- // 103 add/sub/negate/multiply (1 cycle), 3 divide (20 cycle), 3 sqrt (22 cycle), 4 compare (3 cycle?), total cycles not counting load/store/exchange roughly 241 cycles
- // 12 add, 28 subtract, 57 multiply, 3 divide, 3 sqrt, 4 compare, 50% chance of 6 negates
+ // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
+ // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
// 6 multiply, 9 subtract
VectorSubtract(v1, v0, v10);
VectorSubtract(v2, v0, v20);
- normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
- normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
- normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
- // 1 sqrt, 1 divide, 6 multiply, 2 add, 1 compare
- VectorNormalize(normal3f);
+ normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
+ normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
+ normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
// 12 multiply, 10 subtract
tc10[1] = tc1[1] - tc0[1];
tc20[1] = tc2[1] - tc0[1];
tvector3f[0] -= f * normal3f[0];
tvector3f[1] -= f * normal3f[1];
tvector3f[2] -= f * normal3f[2];
- // 2 sqrt, 2 divide, 12 multiply, 4 add, 2 compare
- VectorNormalize(svector3f);
- VectorNormalize(tvector3f);
// if texture is mapped the wrong way (counterclockwise), the tangents
// have to be flipped, this is detected by calculating a normal from the
// two tangents, and seeing if it is opposite the surface normal
}
// warning: this is a very expensive function!
-void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
+void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting)
{
int i, tnum;
- float sdir[3], tdir[3], normal[3], *v;
+ float sdir[3], tdir[3], normal[3], *sv, *tv;
+ const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
+ float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
const int *e;
// clear the vectors
- if (svector3f)
- memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
- if (tvector3f)
- memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
- if (normal3f)
- memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
+ memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
+ memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
// process each vertex of each triangle and accumulate the results
for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
{
- Mod_BuildBumpVectors(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, texcoord2f + e[0] * 2, texcoord2f + e[1] * 2, texcoord2f + e[2] * 2, sdir, tdir, normal);
- if (svector3f)
+ v0 = vertex3f + e[0] * 3;
+ v1 = vertex3f + e[1] * 3;
+ v2 = vertex3f + e[2] * 3;
+ tc0 = texcoord2f + e[0] * 2;
+ tc1 = texcoord2f + e[1] * 2;
+ tc2 = texcoord2f + e[2] * 2;
+
+ // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
+ // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
+
+ // calculate the edge directions and surface normal
+ // 6 multiply, 9 subtract
+ VectorSubtract(v1, v0, v10);
+ VectorSubtract(v2, v0, v20);
+ normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
+ normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
+ normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
+
+ // calculate the tangents
+ // 12 multiply, 10 subtract
+ tc10[1] = tc1[1] - tc0[1];
+ tc20[1] = tc2[1] - tc0[1];
+ sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
+ sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
+ sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
+ tc10[0] = tc1[0] - tc0[0];
+ tc20[0] = tc2[0] - tc0[0];
+ tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
+ tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
+ tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
+
+ // if texture is mapped the wrong way (counterclockwise), the tangents
+ // have to be flipped, this is detected by calculating a normal from the
+ // two tangents, and seeing if it is opposite the surface normal
+ // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
+ CrossProduct(tdir, sdir, tangentcross);
+ if (DotProduct(tangentcross, normal) < 0)
{
- for (i = 0;i < 3;i++)
- {
- svector3f[e[i]*3 ] += sdir[0];
- svector3f[e[i]*3+1] += sdir[1];
- svector3f[e[i]*3+2] += sdir[2];
- }
+ VectorNegate(sdir, sdir);
+ VectorNegate(tdir, tdir);
}
- if (tvector3f)
+
+ if (!areaweighting)
{
- for (i = 0;i < 3;i++)
- {
- tvector3f[e[i]*3 ] += tdir[0];
- tvector3f[e[i]*3+1] += tdir[1];
- tvector3f[e[i]*3+2] += tdir[2];
- }
+ VectorNormalize(sdir);
+ VectorNormalize(tdir);
}
- if (normal3f)
+ for (i = 0;i < 3;i++)
{
- for (i = 0;i < 3;i++)
- {
- normal3f[e[i]*3 ] += normal[0];
- normal3f[e[i]*3+1] += normal[1];
- normal3f[e[i]*3+2] += normal[2];
- }
+ VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
+ VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
}
}
- // now we could divide the vectors by the number of averaged values on
- // each vertex... but instead normalize them
- // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
- if (svector3f)
- for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
- VectorNormalize(v);
- // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
- if (tvector3f)
- for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
- VectorNormalize(v);
- // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
- if (normal3f)
- for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
- VectorNormalize(v);
+ // make the tangents completely perpendicular to the surface normal, and
+ // then normalize them
+ // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
+ for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
+ {
+ f = -DotProduct(sv, n);
+ VectorMA(sv, f, n, sv);
+ VectorNormalize(sv);
+ f = -DotProduct(tv, n);
+ VectorMA(tv, f, n, tv);
+ VectorNormalize(tv);
+ }
}
-surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
+void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
{
- surfmesh_t *mesh;
- qbyte *data;
- mesh = Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (detailtexcoords ? 2 : 0) + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + 3 + (neighbors ? 3 : 0)) * sizeof(int));
- mesh->num_vertices = numvertices;
- mesh->num_triangles = numtriangles;
- data = (qbyte *)(mesh + 1);
- if (mesh->num_vertices)
+ unsigned char *data;
+ data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int));
+ loadmodel->surfmesh.num_vertices = numvertices;
+ loadmodel->surfmesh.num_triangles = numtriangles;
+ if (loadmodel->surfmesh.num_vertices)
{
- mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
- mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
- mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
- mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
- mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
- mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
- if (detailtexcoords)
- mesh->data_texcoorddetail2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
+ loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
+ loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
+ loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
+ loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
+ loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
+ loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
if (vertexcolors)
- mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
+ loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
if (lightmapoffsets)
- mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
+ loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
}
- if (mesh->num_triangles)
+ if (loadmodel->surfmesh.num_triangles)
{
- mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
- mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
+ loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
if (neighbors)
- mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
+ loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
}
- return mesh;
}
shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
{
shadowmesh_t *newmesh;
- qbyte *data;
+ unsigned char *data;
int size;
size = sizeof(shadowmesh_t);
size += maxverts * sizeof(float[3]);
size += maxtriangles * sizeof(int[3]);
if (expandable)
size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
- data = Mem_Alloc(mempool, size);
- newmesh = (void *)data;data += sizeof(*newmesh);
+ data = (unsigned char *)Mem_Alloc(mempool, size);
+ newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
newmesh->map_diffuse = map_diffuse;
newmesh->map_specular = map_specular;
newmesh->map_normal = map_normal;
newmesh->numverts = 0;
newmesh->numtriangles = 0;
- newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
+ newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
if (light)
{
- newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
- newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
- newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
- newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
+ newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
+ newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
+ newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
+ newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
}
- newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
+ newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
if (neighbors)
{
- newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
+ newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
}
if (expandable)
{
- newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
- newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
+ newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
+ newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
}
return newmesh;
}
shadowmesh_t *mesh;
vec3_t nmins, nmaxs, ncenter, temp;
float nradius2, dist2, *v;
+ VectorClear(nmins);
+ VectorClear(nmaxs);
// calculate bbox
for (mesh = firstmesh;mesh;mesh = mesh->next)
{
}
}
-static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
+static rtexture_t *GL_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
{
int i;
for (i = 0;i < width*height;i++)
- if (((qbyte *)&palette[in[i]])[3] > 0)
+ if (((unsigned char *)&palette[in[i]])[3] > 0)
return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
return NULL;
}
-static int detailtexturecycle = 0;
-int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
+int Mod_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture)
{
imageskin_t s;
memset(skinframe, 0, sizeof(*skinframe));
+ if (cls.state == ca_dedicated)
+ return false;
if (!image_loadskin(&s, basename))
return false;
- if (usedetailtexture)
- skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
if (s.nmappixels != NULL)
skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
if (s.shirtpixels != NULL)
skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
}
+ if (!skinframe->base)
+ skinframe->base = r_texture_notexture;
+ if (!skinframe->nmap)
+ skinframe->nmap = r_texture_blanknormalmap;
image_freeskin(&s);
return true;
}
-int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
+int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
{
- qbyte *temp1, *temp2;
+ int i;
+ unsigned char *temp1, *temp2;
memset(skinframe, 0, sizeof(*skinframe));
+ if (cls.state == ca_dedicated)
+ return false;
if (!skindata)
return false;
- if (usedetailtexture)
- skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
- if (r_shadow_bumpscale_basetexture.value > 0)
- {
- temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
- temp2 = temp1 + width * height * 4;
- Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
- Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
- skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
- Mem_Free(temp1);
- }
- if (loadglowtexture)
+ if (bitsperpixel == 32)
{
- skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
- skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
- if (loadpantsandshirt)
+ if (r_shadow_bumpscale_basetexture.value > 0)
{
- skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
- skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
- if (skinframe->pants || skinframe->shirt)
- skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
+ temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
+ temp2 = temp1 + width * height * 4;
+ Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+ skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
+ Mem_Free(temp1);
+ }
+ skinframe->base = skinframe->merged = R_LoadTexture2D(loadmodel->texturepool, basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
+ if (textureflags & TEXF_ALPHA)
+ {
+ for (i = 3;i < width * height * 4;i += 4)
+ if (skindata[i] < 255)
+ break;
+ if (i < width * height * 4)
+ {
+ unsigned char *fogpixels = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 4);
+ memcpy(fogpixels, skindata, width * height * 4);
+ for (i = 0;i < width * height * 4;i += 4)
+ fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
+ skinframe->fog = R_LoadTexture2D(loadmodel->texturepool, va("%s_fog", basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
+ Mem_Free(fogpixels);
+ }
}
}
- else
+ else if (bitsperpixel == 8)
{
- skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
- if (loadpantsandshirt)
+ if (r_shadow_bumpscale_basetexture.value > 0)
+ {
+ temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
+ temp2 = temp1 + width * height * 4;
+ if (bitsperpixel == 32)
+ Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+ else
+ {
+ // use either a custom palette or the quake palette
+ Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
+ Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+ }
+ skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
+ Mem_Free(temp1);
+ }
+ // use either a custom palette, or the quake palette
+ skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags); // all
+ if (!palette && loadglowtexture)
+ skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
+ if (!palette && loadpantsandshirt)
{
skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
- if (skinframe->pants || skinframe->shirt)
- skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
+ }
+ if (skinframe->pants || skinframe->shirt)
+ skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags); // no special colors
+ if (textureflags & TEXF_ALPHA)
+ {
+ // if not using a custom alphapalette, use the quake one
+ if (!alphapalette)
+ alphapalette = palette_alpha;
+ for (i = 0;i < width * height;i++)
+ if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
+ break;
+ if (i < width * height)
+ skinframe->fog = GL_TextureForSkinLayer(skindata, width, height, va("%s_fog", basename), alphapalette, textureflags); // fog mask
}
}
+ else
+ return false;
+ if (!skinframe->nmap)
+ skinframe->nmap = r_texture_blanknormalmap;
return true;
}
-void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
{
float v[3], tc[3];
v[0] = ix;
texcoord2f[1] = tc[1];
}
-void Mod_GetTerrainVertexFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+void Mod_GetTerrainVertexFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
{
float vup[3], vdown[3], vleft[3], vright[3];
float tcup[3], tcdown[3], tcleft[3], tcright[3];
VectorAdd(normal3f, nl, normal3f);
}
-void Mod_ConstructTerrainPatchFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+void Mod_ConstructTerrainPatchFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
{
int x, y, ix, iy, *e;
e = element3i;
*/
memset(tagsets, 0, sizeof(tagsets));
memset(word, 0, sizeof(word));
- for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
+ for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
{
numtags = 0;
// If it's the first file we parse
if (skinfile == NULL)
{
- skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
+ skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
first = skinfile;
}
else
{
- skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t));
+ skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
skinfile = skinfile->next;
}
skinfile->next = NULL;
if (words == 3)
{
Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
- skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
+ skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
skinfileitem->next = skinfile->items;
skinfile->items = skinfileitem;
strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
{
// mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
- skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
+ skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
skinfileitem->next = skinfile->items;
skinfile->items = skinfileitem;
strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
overridetagnameset_t *t;
t = tagsets + i;
t->num_overridetagnames = numtags;
- t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
+ t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
tagsetsused = true;
}
}
if (tagsetsused)
{
- loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
+ loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
}
if (i)