static void CL_ModelIndexList_f(cmd_state_t *cmd)
{
int i;
- dp_model_t *model;
+ model_t *model;
// Print Header
Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
{
vec3_t org;
vec_t scale;
- dp_model_t *model = ent->model;
+ model_t *model = ent->model;
// update the inverse matrix for the renderer
Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
// update the animation blend state
return render;
}
-void CL_Effect(vec3_t org, dp_model_t *model, int startframe, int framecount, float framerate)
+void CL_Effect(vec3_t org, model_t *model, int startframe, int framecount, float framerate)
{
int i;
cl_effect_t *e;
}
entity_t cl_meshentities[NUM_MESHENTITIES];
-dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
+model_t cl_meshentitymodels[NUM_MESHENTITIES];
const char *cl_meshentitynames[NUM_MESHENTITIES] =
{
"MESH_SCENE",