bool Model::loadnotex(const char *filename )
{
- FILE *tfile;
- long i;
+ FILE *tfile;
+ long i;
- int oldvertexNum, oldTriangleNum;
- oldvertexNum = vertexNum;
- oldTriangleNum = TriangleNum;
+ //~ int oldvertexNum, oldTriangleNum;
+ //~ oldvertexNum = vertexNum;
+ //~ oldTriangleNum = TriangleNum;
type = notextype;
color = 0;
}
for (i = 0; i < TriangleNum; i++) {
- // funpackf(tfile, "Bi Bi Bi", &Triangles[i].vertex[0], &Triangles[i].vertex[1], &Triangles[i].vertex[2]);
+ //funpackf(tfile, "Bi Bi Bi", &Triangles[i].vertex[0], &Triangles[i].vertex[1], &Triangles[i].vertex[2]);
short vertex[ 6];
funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[ 0], &vertex[ 1], &vertex[ 2], &vertex[ 3], &vertex[ 4], &vertex[ 5]);
Triangles[i].vertex[ 0] = vertex[ 0];
bool Model::load(const char *filename, bool texture )
{
- FILE *tfile;
- long i;
+ FILE *tfile;
+ long i;
LOGFUNC;
if (visibleloading)
Game::LoadingScreen();
- int oldvertexNum, oldTriangleNum;
- oldvertexNum = vertexNum;
- oldTriangleNum = TriangleNum;
+ //~ int oldvertexNum, oldTriangleNum;
+ //~ oldvertexNum = vertexNum;
+ //~ oldTriangleNum = TriangleNum;
type = normaltype;
color = 0;
}
for (i = 0; i < TriangleNum; i++) {
- // funpackf(tfile, "Bi Bi Bi", &Triangles[i].vertex[0], &Triangles[i].vertex[1], &Triangles[i].vertex[2]);
+ //funpackf(tfile, "Bi Bi Bi", &Triangles[i].vertex[0], &Triangles[i].vertex[1], &Triangles[i].vertex[2]);
short vertex[ 6];
funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[ 0], &vertex[ 1], &vertex[ 2], &vertex[ 3], &vertex[ 4], &vertex[ 5]);
Triangles[i].vertex[ 0] = vertex[ 0];
bool Model::loaddecal(const char *filename, bool texture )
{
- FILE *tfile;
- long i, j;
+ FILE *tfile;
+ long i, j;
LOGFUNC;
LOG(std::string("Loading decal...") + FixedFN);
- int oldvertexNum, oldTriangleNum;
- oldvertexNum = vertexNum;
- oldTriangleNum = TriangleNum;
+ //~ int oldvertexNum, oldTriangleNum;
+ //~ oldvertexNum = vertexNum;
+ //~ oldTriangleNum = TriangleNum;
type = decalstype;
numdecals = 0;
}
for (i = 0; i < TriangleNum; i++) {
- // funpackf(tfile, "Bi Bi Bi", &Triangles[i].vertex[0], &Triangles[i].vertex[1], &Triangles[i].vertex[2]);
+ //funpackf(tfile, "Bi Bi Bi", &Triangles[i].vertex[0], &Triangles[i].vertex[1], &Triangles[i].vertex[2]);
short vertex[ 6];
funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[ 0], &vertex[ 1], &vertex[ 2], &vertex[ 3], &vertex[ 4], &vertex[ 5]);
Triangles[i].vertex[ 0] = vertex[ 0];
bool Model::loadraw(char *filename )
{
- FILE *tfile;
- long i;
+ FILE *tfile;
+ long i;
LOGFUNC;
LOG(std::string("Loading raw...") + filename);
- int oldvertexNum, oldTriangleNum;
- oldvertexNum = vertexNum;
- oldTriangleNum = TriangleNum;
+ //~ int oldvertexNum, oldTriangleNum;
+ //~ oldvertexNum = vertexNum;
+ //~ oldTriangleNum = TriangleNum;
type = rawtype;
color = 0;
}
for (i = 0; i < TriangleNum; i++) {
- // funpackf(tfile, "Bi Bi Bi", &Triangles[i].vertex[0], &Triangles[i].vertex[1], &Triangles[i].vertex[2]);
+ //funpackf(tfile, "Bi Bi Bi", &Triangles[i].vertex[0], &Triangles[i].vertex[1], &Triangles[i].vertex[2]);
short vertex[ 6];
funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[ 0], &vertex[ 1], &vertex[ 2], &vertex[ 3], &vertex[ 4], &vertex[ 5]);
Triangles[i].vertex[ 0] = vertex[ 0];
if (decals) {
if (type != decalstype)
return;
- static int i, j;
- static float distancemult;
+ static int i;
+ //~ static float distancemult;
static int lasttype;
- static float viewdistsquared;
+ //~ static float viewdistsquared;
static bool blend;
- viewdistsquared = viewdistance * viewdistance;
+ //~ viewdistsquared = viewdistance * viewdistance;
blend = 1;
lasttype = -1;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glBegin(GL_TRIANGLES);
for (int j = 0; j < 3; j++) {