qbyte *bcolor;
rmeshstate_t m;
const entity_render_t *ent = calldata1;
- aliasmesh_t *mesh = ent->model->aliasdata_meshes + calldata2;
+ aliasmesh_t *mesh = ent->model->alias.aliasdata_meshes + calldata2;
aliaslayer_t *layer;
aliasskin_t *skin;
c_models++;
- for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
+ for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
{
if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT)
R_MeshQueue_AddTransparent(ent->origin, R_DrawAliasModelCallback, ent, meshnum);
dist = -1.0f / DotProduct(projection, plane);
VectorScale(projection, dist, projection);
- for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++)
+ for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++)
{
skin = R_FetchAliasSkin(ent, mesh);
if (skin->flags & ALIASSKIN_TRANSPARENT)
if (projectdistance > 0.1)
{
R_Mesh_Matrix(&ent->matrix);
- for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
+ for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
{
skin = R_FetchAliasSkin(ent, mesh);
if (skin->flags & ALIASSKIN_TRANSPARENT)
}
ifog = 1 - fog;
- for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
+ for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
{
skin = R_FetchAliasSkin(ent, mesh);
if (skin->flags & ALIASSKIN_TRANSPARENT)
R_Mesh_Matrix(&ent->matrix);
// find the vertex index list and texture
- renderlist = ent->model->zymdata_renderlist;
+ renderlist = ent->model->alias.zymdata_renderlist;
for (i = 0;i < shadernum;i++)
renderlist += renderlist[0] * 3 + 1;
- texture = ent->model->zymdata_textures[shadernum];
+ texture = ent->model->alias.zymdata_textures[shadernum];
- numverts = ent->model->zymnum_verts;
+ numverts = ent->model->alias.zymnum_verts;
numtriangles = *renderlist++;
elements = renderlist;
colorscale *= 0.25f;
}
mstate.tex[0] = R_GetTexture(texture);
- mstate.pointer_texcoord[0] = ent->model->zymdata_texcoords;
+ mstate.pointer_texcoord[0] = ent->model->alias.zymdata_texcoords;
R_Mesh_State_Texture(&mstate);
- ZymoticLerpBones(ent->model->zymnum_bones, (zymbonematrix *) ent->model->zymdata_poses, ent->frameblend, ent->model->zymdata_bones);
+ ZymoticLerpBones(ent->model->alias.zymnum_bones, (zymbonematrix *) ent->model->alias.zymdata_poses, ent->frameblend, ent->model->alias.zymdata_bones);
- ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
- ZymoticCalcNormal3f(numverts, varray_vertex3f, aliasvert_normal3f, ent->model->zymnum_shaders, ent->model->zymdata_renderlist);
+ ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts);
+ ZymoticCalcNormal3f(numverts, varray_vertex3f, aliasvert_normal3f, ent->model->alias.zymnum_shaders, ent->model->alias.zymdata_renderlist);
if (R_LightModel(ambientcolor4f, ent, ifog * colorscale, ifog * colorscale, ifog * colorscale, ent->alpha, false))
{
GL_ColorPointer(varray_color4f);
memset(&mstate, 0, sizeof(mstate));
// FIXME: need alpha mask for fogging...
//mstate.tex[0] = R_GetTexture(texture);
- //mstate.pointer_texcoord = ent->model->zymdata_texcoords;
+ //mstate.pointer_texcoord = ent->model->alias.zymdata_texcoords;
R_Mesh_State_Texture(&mstate);
GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, ent->alpha * fog);
- ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
+ ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts);
R_Mesh_Draw(numverts, numtriangles, elements);
c_alias_polys += numtriangles;
}
c_models++;
- for (i = 0;i < ent->model->zymnum_shaders;i++)
+ for (i = 0;i < ent->model->alias.zymnum_shaders;i++)
{
- if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(ent->model->zymdata_textures[i]))
+ if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(ent->model->alias.zymdata_textures[i]))
R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i);
else
R_DrawZymoticModelMeshCallback(ent, i);