extern float texdetail;
extern bool decals;
-extern bool visibleloading;
-
int Model::LineCheck(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate)
{
static int j;
LOG(std::string("Loading model...") + filename);
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
type = normaltype;
color = 0;
void Model::CalculateNormals(bool facenormalise)
{
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
static int i;
if (type != normaltype && type != decalstype)
return;
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
-
-#ifndef WIN32
- glLockArraysEXT( 0, TriangleNum * 3);
-#endif
glDrawArrays(GL_TRIANGLES, 0, TriangleNum * 3);
-#ifndef WIN32
- glUnlockArraysEXT();
-#endif
-
if (!color)
glDisableClientState(GL_NORMAL_ARRAY);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
-
-#ifndef WIN32
- glLockArraysEXT( 0, TriangleNum * 3);
-#endif
glDrawArrays(GL_TRIANGLES, 0, TriangleNum * 3);
-#ifndef WIN32
- glUnlockArraysEXT();
-#endif
-
if (!color)
glDisableClientState(GL_NORMAL_ARRAY);
Model::~Model()
{
deallocate();
- textureptr.destroy();
}
void Model::deallocate()
free(decalposition);
decalposition = 0;
-};
+}
Model::Model()
{