]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
fixed zym loading bugs that made models lose surfaces
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 16 Apr 2006 06:40:20 +0000 (06:40 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 16 Apr 2006 06:40:20 +0000 (06:40 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6290 d7cf8633-e32d-0410-b094-e92efae38249

model_alias.c

index 4377c021578e248a59540ccaf0a1935083916cdc..dd4bb31f94e1efb28d2922e2bfec311ed33c91f3 100644 (file)
@@ -1390,7 +1390,7 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        meshtriangles = 0;
        for (i = 0;i < loadmodel->num_surfaces;i++)
        {
-               int lastvertex;
+               int firstvertex, lastvertex;
                if (renderlist >= renderlistend)
                        Host_Error("%s corrupt renderlist (wrong size)", loadmodel->name);
                count = BigLong(*renderlist);renderlist++;
@@ -1402,33 +1402,28 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
                surface->texture = loadmodel->data_textures + i;
                surface->num_firsttriangle = meshtriangles;
                surface->num_triangles = count;
-               surface->num_firstvertex = meshvertices;
-               surface->num_vertices = meshvertices;
+               meshtriangles += surface->num_triangles;
 
-               // load the elements and find the used vertex range
-               lastvertex = 0;
+               // load the elements
                outelements = loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3;
-               for (j = 0;j < surface->num_triangles;j++)
+               for (j = 0;j < surface->num_triangles;j++, renderlist += 3)
                {
-                       outelements[2] = BigLong(renderlist[0]);
-                       outelements[1] = BigLong(renderlist[1]);
-                       outelements[0] = BigLong(renderlist[2]);
-                       if ((unsigned int)outelements[0] >= (unsigned int)pheader->numverts
-                        || (unsigned int)outelements[1] >= (unsigned int)pheader->numverts
-                        || (unsigned int)outelements[2] >= (unsigned int)pheader->numverts)
+                       outelements[j*3+2] = BigLong(renderlist[0]);
+                       outelements[j*3+1] = BigLong(renderlist[1]);
+                       outelements[j*3+0] = BigLong(renderlist[2]);
+               }
+               // validate the elements and find the used vertex range
+               firstvertex = meshvertices;
+               lastvertex = 0;
+               for (j = 0;j < surface->num_triangles * 3;j++)
+               {
+                       if ((unsigned int)outelements[j] >= (unsigned int)meshvertices)
                                Host_Error("%s corrupt renderlist (out of bounds index)", loadmodel->name);
-                       if (vertbonecounts[outelements[0]] == 0 || vertbonecounts[outelements[1]] == 0 || vertbonecounts[outelements[2]] == 0)
-                               Host_Error("%s corrupt renderlist (references vertex with no bone weights", loadmodel->name);
-                       surface->num_firstvertex = min(surface->num_firstvertex, outelements[0]);
-                       surface->num_firstvertex = min(surface->num_firstvertex, outelements[1]);
-                       surface->num_firstvertex = min(surface->num_firstvertex, outelements[2]);
-                       lastvertex = max(lastvertex, outelements[0]);
-                       lastvertex = max(lastvertex, outelements[1]);
-                       lastvertex = max(lastvertex, outelements[2]);
-                       renderlist += 3;
-                       outelements += 3;
+                       firstvertex = min(firstvertex, outelements[j]);
+                       lastvertex = max(lastvertex, outelements[j]);
                }
-               surface->num_vertices = lastvertex + 1 - surface->num_firstvertex;
+               surface->num_firstvertex = firstvertex;
+               surface->num_vertices = lastvertex + 1 - firstvertex;
 
                // since zym models do not have named sections, reuse their shader
                // name as the section name