This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
float size;
} daliashdr_t;
-#define MAXALIASVERTS 4096
-#define MAXALIASFRAMES 1024
-#define MAXALIASTRIS 4096
-
/*
========================================================================
// renamed a things to avoid conflicts
#define MD2ALIAS_VERSION 8
-
-#define MD2MAX_TRIANGLES 4096
-#define MD2MAX_VERTS 4096
-#define MD2MAX_FRAMES 1024
-#define MD2MAX_SKINNAME 64
-// sanity checking size
-#define MD2MAX_SIZE (16777216)
+#define MD2_SKINNAME 64
typedef struct
{
short t;
} md2stvert_t;
-typedef struct
+typedef struct
{
short index_xyz[3];
short index_st[3];
int ofs_end; // end of file
} md2_t;
-// LordHavoc: Q1 and Q2 models are converted to the same internal format
-#define ALIASTYPE_MDLMD2 1
+// LordHavoc: mdl, md2 and md3 models are converted to the same internal format
+#define ALIASTYPE_ALIAS 1
#define ALIASTYPE_ZYM 2
-extern void Mod_LoadAliasModel (struct model_s *mod, void *buffer);
-extern void Mod_LoadQ2AliasModel (struct model_s *mod, void *buffer);
+extern void Mod_IDP0_Load(struct model_s *mod, void *buffer);
+extern void Mod_IDP2_Load(struct model_s *mod, void *buffer);
+extern void Mod_IDP3_Load(struct model_s *mod, void *buffer);
extern void Mod_AliasInit(void);
}
md3modelheader_t;
-// LordHavoc: all quake series 'alias' models (mdl, md2, md3) are converted to this vertex format
-typedef struct aliasvertex_s
-{
- // location
- float origin[3];
- // surface normal
- float normal[3];
- // S texture vector
- float svector[3];
-}
-aliasvertex_t;
-
-// this layer is fog (completely specialized behavior)
+// this layer is fog (completely specialized behavior, automatic NODRAW_IF_NOTFOGGED behavior)
#define ALIASLAYER_FOG 1
-// alpha blending
-#define ALIASLAYER_ALPHA 2
-// additive blending
-#define ALIASLAYER_ADD 4
// apply diffuse lighting
#define ALIASLAYER_DIFFUSE 8
// apply specular lighting
#define ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED 128
// don't draw this layer if colormap is used
#define ALIASLAYER_NODRAW_IF_COLORMAPPED 256
-// draw this layer for realtime lighting passes, otherwise don't
-#define ALIASLAYER_DRAW_PER_LIGHT 512
+// ignore NODRAW flags on this layer only if all previous layers were skipped
+#define ALIASLAYER_FORCEDRAW_IF_FIRSTPASS 512
typedef struct aliaslayer_s
{
int num_frames;
int num_vertices;
aliasskin_t *data_skins;
- int *data_elements;
- int *data_neighbors;
- float *data_texcoords;
- aliasvertex_t *data_vertices;
+ int *data_element3i;
+ int *data_neighbor3i;
+ float *data_texcoord2f;
+ float *data_aliasvertex3f;
+ float *data_aliassvector3f;
+ float *data_aliastvector3f;
+ float *data_aliasnormal3f;
}
aliasmesh_t;
+typedef struct aliastag_s
+{
+ char name[MD3NAME];
+ matrix4x4_t matrix;
+}
+aliastag_t;
+
+
#endif