}
md3modelheader_t;
-// this layer is fog (completely specialized behavior, automatic NODRAW_IF_NOTFOGGED behavior)
-#define ALIASLAYER_FOG 1
-// apply diffuse lighting
-#define ALIASLAYER_DIFFUSE 8
-// apply specular lighting
-#define ALIASLAYER_SPECULAR 16
-// tint with pants color
-#define ALIASLAYER_COLORMAP_PANTS 32
-// tint with shirt color
-#define ALIASLAYER_COLORMAP_SHIRT 64
-// don't draw this layer if colormap is not used
-#define ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED 128
-// don't draw this layer if colormap is used
-#define ALIASLAYER_NODRAW_IF_COLORMAPPED 256
-// ignore NODRAW flags on this layer only if all previous layers were skipped
-#define ALIASLAYER_FORCEDRAW_IF_FIRSTPASS 512
-
-typedef struct aliaslayer_s
-{
- int flags;
- rtexture_t *texture;
- rtexture_t *nmap;
-}
-aliaslayer_t;
-
-// indicates this skin is transparent
-#define ALIASSKIN_TRANSPARENT 1
-
-typedef struct aliasskin_s
-{
- int flags;
- int num_layers;
- aliaslayer_t *data_layers;
-}
-aliasskin_t;
-
typedef struct aliasvertexboneweight_s
{
unsigned int vertexindex;
{
// skins to choose from (indexed by entity skin)
int num_skins;
- aliasskin_t *data_skins;
+ texture_t *data_skins;
// triangles comprising the mesh
int num_triangles;