char name[Q3PATHLENGTH];
#define Q3SHADERINFO_COMPARE_START surfaceparms
int surfaceparms;
+ int surfaceflags;
int textureflags;
int numlayers;
qboolean lighting;
{
// true if this model is a HalfLife .bsp file
qboolean ishlbsp;
+ // true if this model is a BSP2 .bsp file (expanded 32bit bsp format for DarkPlaces, RMQ, others?)
+ qboolean isbsp2;
// string of entity definitions (.map format)
char *entities;
typedef struct model_brushq1_s
{
- dmodel_t *submodels;
+ mmodel_t *submodels;
int numvertexes;
mvertex_t *vertexes;
// for skeletal models
int num_bones;
aliasbone_t *data_bones;
- float num_posescale; // scaling factor from origin in poses6s format (includes divide by 32767)
- float num_poseinvscale; // scaling factor to origin in poses6s format (includes multiply by 32767)
+ float num_posescale; // scaling factor from origin in poses7s format (includes divide by 32767)
+ float num_poseinvscale; // scaling factor to origin in poses7s format (includes multiply by 32767)
int num_poses;
- short *data_poses6s; // origin xyz, quat xyz, w implied negative, unit length, values normalized to +/-32767 range
+ short *data_poses7s; // origin xyz, quat xyzw, unit length, values normalized to +/-32767 range
float *data_baseboneposeinverse;
// textures of this model
int num_textures;
// if set, the model contains light information (lightmap, or vertexlight)
qboolean lit;
+ float lightmapscale;
}
dp_model_t;