+void Mod_BuildMDLMD2MeshInfo(int *elements, float *texcoords, aliasvertex_t *posedata)
+{
+ int i;
+ aliasmesh_t *mesh;
+ aliasskin_t *skin;
+ aliaslayer_t *layer;
+ skinframe_t *skinframe;
+
+ loadmodel->aliasnum_meshes = 1;
+ mesh = loadmodel->aliasdata_meshes = Mem_Alloc(loadmodel->mempool, loadmodel->aliasnum_meshes * sizeof(aliasmesh_t));
+ mesh->num_skins = 0;
+ mesh->num_frames = 0;
+ for (i = 0;i < loadmodel->numframes;i++)
+ mesh->num_frames += loadmodel->animscenes[i].framecount;
+ for (i = 0;i < loadmodel->numskins;i++)
+ mesh->num_skins += loadmodel->skinscenes[i].framecount;
+ mesh->num_triangles = loadmodel->numtris;
+ mesh->num_vertices = loadmodel->numverts;
+ mesh->data_skins = Mem_Alloc(loadmodel->mempool, mesh->num_skins * sizeof(aliasskin_t));
+ mesh->data_elements = elements;
+ mesh->data_neighbors = Mem_Alloc(loadmodel->mempool, loadmodel->numtris * sizeof(int[3]));
+ Mod_ValidateElements(mesh->data_elements, loadmodel->numtris, loadmodel->numverts, __FILE__, __LINE__);
+ Mod_BuildTriangleNeighbors(mesh->data_neighbors, elements, loadmodel->numtris);
+ mesh->data_texcoords = texcoords;
+ mesh->data_vertices = posedata;
+ for (i = 0, skin = mesh->data_skins, skinframe = loadmodel->skinframes;i < mesh->num_skins;i++, skin++, skinframe++)
+ {
+ skin->flags = 0;
+ // fog texture only exists if some pixels are transparent...
+ if (skinframe->fog != NULL)
+ skin->flags |= ALIASSKIN_TRANSPARENT;
+ // fog and gloss layers always exist
+ skin->num_layers = 2;
+ if (skinframe->glow != NULL)
+ skin->num_layers++;
+ if (skinframe->merged != NULL)
+ skin->num_layers += 2;
+ if (skinframe->base != NULL)
+ skin->num_layers += 2;
+ if (skinframe->pants != NULL)
+ skin->num_layers += 2;
+ if (skinframe->shirt != NULL)
+ skin->num_layers += 2;
+ layer = skin->data_layers = Mem_Alloc(loadmodel->mempool, skin->num_layers * sizeof(aliaslayer_t));
+ if (skinframe->glow != NULL)
+ {
+ layer->flags = 0;
+ layer->texture = skinframe->glow;
+ layer++;
+ }
+ if (skinframe->merged != NULL)
+ {
+ layer->flags = ALIASLAYER_NODRAW_IF_COLORMAPPED | ALIASLAYER_DIFFUSE;
+ if (skinframe->glow != NULL)
+ layer->flags |= ALIASLAYER_ADD;
+ layer->texture = skinframe->merged;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+ if (skinframe->base != NULL)
+ {
+ layer->flags = ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE;
+ if (skinframe->glow != NULL)
+ layer->flags |= ALIASLAYER_ADD;
+ layer->texture = skinframe->base;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+ if (skinframe->pants != NULL)
+ {
+ layer->flags = ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_SHIRT;
+ if (skinframe->glow != NULL || skinframe->base != NULL)
+ layer->flags |= ALIASLAYER_ADD;
+ layer->texture = skinframe->pants;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+ if (skinframe->shirt != NULL)
+ {
+ layer->flags = ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_SHIRT;
+ if (skinframe->glow != NULL || skinframe->base != NULL || skinframe->pants != NULL)
+ layer->flags |= ALIASLAYER_ADD;
+ layer->texture = skinframe->shirt;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+ layer->flags = ALIASLAYER_FOG;
+ layer->texture = skinframe->fog;
+ layer++;
+ layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_SPECULAR;
+ layer->texture = skinframe->gloss;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ if (skinframe->merged != NULL)
+ {
+ layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_NODRAW_IF_COLORMAPPED | ALIASLAYER_DIFFUSE;
+ layer->texture = skinframe->merged;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+ if (skinframe->base != NULL)
+ {
+ layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE;
+ layer->texture = skinframe->base;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+ if (skinframe->pants != NULL)
+ {
+ layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_PANTS;
+ layer->texture = skinframe->pants;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+ if (skinframe->shirt != NULL)
+ {
+ layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_SHIRT;
+ layer->texture = skinframe->shirt;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+ }
+}
+