return Mod_Skeletal_AnimateVertices_bonepose;
}
-void Mod_Skeletal_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
+static void Mod_Skeletal_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
{
if (!model->surfmesh.num_vertices)
#endif
}
-int Mod_Skeletal_AddBlend(dp_model_t *model, const blendweights_t *newweights)
+static int Mod_Skeletal_AddBlend(dp_model_t *model, const blendweights_t *newweights)
{
int i;
blendweights_t *weights;
return model->num_bones + i;
}
-int Mod_Skeletal_CompressBlend(dp_model_t *model, const int *newindex, const float *newinfluence)
+static int Mod_Skeletal_CompressBlend(dp_model_t *model, const int *newindex, const float *newinfluence)
{
int i, total;
float scale;
return Mod_Skeletal_AddBlend(model, &newweights);
}
-void Mod_MD3_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
+static void Mod_MD3_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
{
// vertex morph
int i, numblends, blendnum;
}
}
}
-void Mod_MDL_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
+static void Mod_MDL_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
{
// vertex morph
int i, numblends, blendnum;
int i;
float segmentmins[3], segmentmaxs[3];
msurface_t *surface;
- static int maxvertices = 0;
- static float *vertex3f = NULL;
+ float vertex3fbuf[1024*3];
+ float *vertex3f = vertex3fbuf;
memset(trace, 0, sizeof(*trace));
trace->fraction = 1;
trace->realfraction = 1;
trace->hitsupercontentsmask = hitsupercontentsmask;
- if (maxvertices < model->surfmesh.num_vertices)
- {
- if (vertex3f)
- Z_Free(vertex3f);
- maxvertices = (model->surfmesh.num_vertices + 255) & ~255;
- vertex3f = (float *)Z_Malloc(maxvertices * sizeof(float[3]));
- }
+ if (model->surfmesh.num_vertices > 1024)
+ vertex3f = Mem_Alloc(tempmempool, model->surfmesh.num_vertices * sizeof(float[3]));
segmentmins[0] = min(start[0], end[0]) - 1;
segmentmins[1] = min(start[1], end[1]) - 1;
segmentmins[2] = min(start[2], end[2]) - 1;
model->AnimateVertices(model, frameblend, skeleton, vertex3f, NULL, NULL, NULL);
for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++)
Collision_TraceLineTriangleMeshFloat(trace, start, end, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, 0, NULL, SUPERCONTENTS_SOLID | (surface->texture->basematerialflags & MATERIALFLAGMASK_TRANSLUCENT ? 0 : SUPERCONTENTS_OPAQUE), 0, surface->texture, segmentmins, segmentmaxs);
+ if (vertex3f != vertex3fbuf)
+ Mem_Free(vertex3f);
}
-static int maxvertices = 0;
-static float *vertex3f = NULL;
-
static void Mod_MDLMD2MD3_TraceBox(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask)
{
int i;
vec3_t shiftstart, shiftend;
float segmentmins[3], segmentmaxs[3];
msurface_t *surface;
+ float vertex3fbuf[1024*3];
+ float *vertex3f = vertex3fbuf;
colboxbrushf_t thisbrush_start, thisbrush_end;
vec3_t boxstartmins, boxstartmaxs, boxendmins, boxendmaxs;
trace->fraction = 1;
trace->realfraction = 1;
trace->hitsupercontentsmask = hitsupercontentsmask;
- if (maxvertices < model->surfmesh.num_vertices)
- {
- if (vertex3f)
- Z_Free(vertex3f);
- maxvertices = (model->surfmesh.num_vertices + 255) & ~255;
- vertex3f = (float *)Z_Malloc(maxvertices * sizeof(float[3]));
- }
+ if (model->surfmesh.num_vertices > 1024)
+ vertex3f = Mem_Alloc(tempmempool, model->surfmesh.num_vertices * sizeof(float[3]));
segmentmins[0] = min(start[0], end[0]) + boxmins[0] - 1;
segmentmins[1] = min(start[1], end[1]) + boxmins[1] - 1;
segmentmins[2] = min(start[2], end[2]) + boxmins[2] - 1;
VectorAdd(end, boxmaxs, boxendmaxs);
Collision_BrushForBox(&thisbrush_start, boxstartmins, boxstartmaxs, 0, 0, NULL);
Collision_BrushForBox(&thisbrush_end, boxendmins, boxendmaxs, 0, 0, NULL);
- if (maxvertices < model->surfmesh.num_vertices)
- {
- if (vertex3f)
- Z_Free(vertex3f);
- maxvertices = (model->surfmesh.num_vertices + 255) & ~255;
- vertex3f = (float *)Z_Malloc(maxvertices * sizeof(float[3]));
- }
model->AnimateVertices(model, frameblend, skeleton, vertex3f, NULL, NULL, NULL);
for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++)
Collision_TraceBrushTriangleMeshFloat(trace, &thisbrush_start.brush, &thisbrush_end.brush, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, 0, NULL, SUPERCONTENTS_SOLID | (surface->texture->basematerialflags & MATERIALFLAGMASK_TRANSLUCENT ? 0 : SUPERCONTENTS_OPAQUE), 0, surface->texture, segmentmins, segmentmaxs);
+ if (vertex3f != vertex3fbuf)
+ Mem_Free(vertex3f);
}
static void Mod_ConvertAliasVerts (int inverts, trivertx_t *v, trivertx_t *out, int *vertremap)
void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, const char *meshname, const char *shadername)
{
int i;
- static char stripbuf[MAX_QPATH];
+ char stripbuf[MAX_QPATH];
skinfileitem_t *skinfileitem;
if(developer_extra.integer)
Con_DPrintf("Looking up texture for %s (default: %s)\n", meshname, shadername);
float *vertst;
int *vertonseam, *vertremap;
skinfile_t *skinfiles;
+ char vabuf[1024];
datapointer = (unsigned char *)buffer;
pinmodel = (mdl_t *)datapointer;
// check for skins that don't exist in the model, but do exist as external images
// (this was added because yummyluv kept pestering me about support for it)
// TODO: support shaders here?
- while ((tempskinframe = R_SkinFrame_LoadExternal(va("%s_%i", loadmodel->name, loadmodel->numskins), (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, false)))
+ while ((tempskinframe = R_SkinFrame_LoadExternal(va(vabuf, sizeof(vabuf), "%s_%i", loadmodel->name, loadmodel->numskins), (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, false)))
{
// expand the arrays to make room
tempskinscenes = loadmodel->skinscenes;