typedef struct skinframe_s
{
- rtexture_t *base; // original texture minus pants/shirt/glow
+ rtexture_t *base; // original texture without pants/shirt/glow
rtexture_t *pants; // pants only (in greyscale)
rtexture_t *shirt; // shirt only (in greyscale)
- rtexture_t *glow; // glow only
- rtexture_t *merged; // original texture minus glow
- rtexture_t *fog; // white texture with alpha of the base texture, NULL if not transparent
+ rtexture_t *glow; // glow only (fullbrights)
+ rtexture_t *merged; // original texture without glow
+ rtexture_t *fog; // alpha of the base texture (if not opaque)
rtexture_t *nmap; // normalmap (bumpmap for dot3)
rtexture_t *gloss; // glossmap (for dot3)
+ rtexture_t *detail; // detail texture (silly bumps for non-dot3)
}
skinframe_t;
int aliastype;
// LordHavoc: if true (normally only for sprites) the model/sprite/bmodel is always rendered fullbright
int fullbright;
- // number of QC accessable frame(group)s in the model
+ // number of QC accessible frame(group)s in the model
int numframes;
+ // number of QC accessible skin(group)s in the model
+ int numskins;
// whether to randomize animated framegroups
synctype_t synctype;
- // used for sprites and models
- int numtris;
- // used for models
- int numskins;
- // used by models
- int numverts;
// flags from the model file
int flags;
animscene_t *animscenes; // [numframes]
- // Q1 and Q2 models are the same after loading
- int *mdlmd2data_indices;
- float *mdlmd2data_texcoords;
- md2frame_t *mdlmd2data_frames;
- trivertx_t *mdlmd2data_pose;
- int *mdlmd2data_triangleneighbors;
+ // mdl/md2/md3 models are the same after loading
+ int aliasnum_meshes;
+ aliasmesh_t *aliasdata_meshes;
// for Zymotic models
int zymnum_verts;
// this can be used for anything without a valid texture
extern rtexture_t *r_notexture;
+#define NUM_DETAILTEXTURES 1
+extern rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
// every texture must be in a pool...
-extern rtexturepool_t *r_notexturepool;
+extern rtexturepool_t *mod_shared_texturepool;
// model loading
extern model_t *loadmodel;
void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
+int Mod_LoadSkinFrame (skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture);
+int Mod_LoadSkinFrame_Internal (skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height);
+
#endif // __MODEL__