#include "modelgen.h"
+/*
typedef struct
{
int firstpose;
maliasgroupframedesc_t frames[1];
} maliasgroup_t;
-// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct mtriangle_s {
int facesfront;
int vertindex[3];
} mtriangle_t;
+*/
// LordHavoc: new vertex format
typedef struct {
synctype_t synctype;
int flags;
float size;
+} daliashdr_t;
- int numposes;
- int posedata; // LordHavoc: numposes*numverts*trivert2
- int frontfaces; // LordHavoc: how many front faces
- int backfaces; // LordHavoc: how many back faces
-// int poseverts;
-// int posedata; // numposes*poseverts trivert_t
-// int commands; // gl command list with embedded s/t
- int texcoords; // LordHavoc: texture coordinates
- int vertindices; // LordHavoc: vertex numbers
- int gl_texturenum[MAX_SKINS][4];
- int texels[MAX_SKINS]; // only for player skins
- maliasframedesc_t frames[1]; // variable sized
-} aliashdr_t;
+typedef struct
+{
+ char name[16]; // LordHavoc: only kept this for reasons of viewthing support
+ unsigned short start;
+ unsigned short length;
+ float rate; // in poses per second
+} maliasframe_t;
+
+typedef struct
+{
+ vec3_t scale;
+ vec3_t scale_origin;
+ int numverts;
+ int numtris;
+ int numframes;
+ int numposes;
+ int framedata; // LordHavoc: unsigned short start
+ int texdata; // LordHavoc: texture coordinate array
+ int posedata; // LordHavoc: vertex data for all the poses
+ int tridata; // LordHavoc: vertex indices for the triangles
+} maliashdr_t;
#define MAXALIASVERTS 4096
#define MAXALIASFRAMES 1024
#define MAXALIASTRIS 4096
-extern aliashdr_t *pheader;
-//extern stvert_t stverts[MAXALIASVERTS];
-//extern mtriangle_t triangles[MAXALIASTRIS];
-//extern trivertx_t *poseverts[MAXALIASFRAMES];
-
/*
========================================================================
float scale[3]; // multiply byte verts by this
float translate[3]; // then add this
char name[16]; // frame name from grabbing
- trivertx_t verts[0]; // variable sized
+ trivertx_t verts[]; // variable sized
} md2frame_t;
// LordHavoc: memory representation is different than disk
{
float scale[3]; // multiply byte verts by this
float translate[3]; // then add this
- trivert2 verts[0]; // variable sized
+ trivert2 verts[]; // variable sized
} md2memframe_t;
int ofs_tris; // offset for dtriangles
int ofs_frames; // offset for first frame
int ofs_glcmds;
-
- int gl_texturenum[MAX_SKINS];
} md2mem_t;
#define ALIASTYPE_MDL 1