diff options
author | SmileTheory <SmileTheory@gmail.com> | 2013-11-29 16:13:47 -0800 |
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committer | Tim Angus <tim@ngus.net> | 2014-06-17 17:43:37 +0100 |
commit | 9a6d6431b8e111428e47839b726830ed86713bfe (patch) | |
tree | 3552ff0e3873aabfe5471ff2cca4a523bb24d3d9 /src/qcommon | |
parent | 7209797fa22f60d8464bc29e517655ad898effae (diff) |
#6069: Remove md4 model support.
Diffstat (limited to 'src/qcommon')
-rw-r--r-- | src/qcommon/qfiles.h | 85 |
1 files changed, 1 insertions, 84 deletions
diff --git a/src/qcommon/qfiles.h b/src/qcommon/qfiles.h index 72189261..f624d8a8 100644 --- a/src/qcommon/qfiles.h +++ b/src/qcommon/qfiles.h @@ -179,94 +179,11 @@ typedef struct { /* ============================================================================== -MD4 file format +MDR file format ============================================================================== */ -#define MD4_IDENT (('4'<<24)+('P'<<16)+('D'<<8)+'I') -#define MD4_VERSION 1 -#define MD4_MAX_BONES 128 - -typedef struct { - int boneIndex; // these are indexes into the boneReferences, - float boneWeight; // not the global per-frame bone list - vec3_t offset; -} md4Weight_t; - -typedef struct { - vec3_t normal; - vec2_t texCoords; - int numWeights; - md4Weight_t weights[1]; // variable sized -} md4Vertex_t; - -typedef struct { - int indexes[3]; -} md4Triangle_t; - -typedef struct { - int ident; - - char name[MAX_QPATH]; // polyset name - char shader[MAX_QPATH]; - int shaderIndex; // for in-game use - - int ofsHeader; // this will be a negative number - - int numVerts; - int ofsVerts; - - int numTriangles; - int ofsTriangles; - - // Bone references are a set of ints representing all the bones - // present in any vertex weights for this surface. This is - // needed because a model may have surfaces that need to be - // drawn at different sort times, and we don't want to have - // to re-interpolate all the bones for each surface. - int numBoneReferences; - int ofsBoneReferences; - - int ofsEnd; // next surface follows -} md4Surface_t; - -typedef struct { - float matrix[3][4]; -} md4Bone_t; - -typedef struct { - vec3_t bounds[2]; // bounds of all surfaces of all LOD's for this frame - vec3_t localOrigin; // midpoint of bounds, used for sphere cull - float radius; // dist from localOrigin to corner - md4Bone_t bones[1]; // [numBones] -} md4Frame_t; - -typedef struct { - int numSurfaces; - int ofsSurfaces; // first surface, others follow - int ofsEnd; // next lod follows -} md4LOD_t; - -typedef struct { - int ident; - int version; - - char name[MAX_QPATH]; // model name - - // frames and bones are shared by all levels of detail - int numFrames; - int numBones; - int ofsBoneNames; // char name[ MAX_QPATH ] - int ofsFrames; // md4Frame_t[numFrames] - - // each level of detail has completely separate sets of surfaces - int numLODs; - int ofsLODs; - - int ofsEnd; // end of file -} md4Header_t; - /* * Here are the definitions for Ravensoft's model format of md4. Raven stores their * playermodels in .mdr files, in some games, which are pretty much like the md4 |