Working head renderer, with pixel-perfect results. As for bodies, all appendages are rendered in the same place...

This commit is contained in:
Fatbag 2012-02-05 21:02:28 -06:00
parent 008363ce8f
commit a134def031
4 changed files with 591 additions and 2 deletions

View file

@ -76,6 +76,10 @@ class VBFile_t {
extern VBFile_t VBFile;
/****
** Animation (*.anim)
*/
struct Translation_t {
float x, y, z;
};
@ -153,4 +157,38 @@ void ReadMotion(Animation_t& Animation, Motion_t& Motion);
void ReadPropsList(PropsList_t& PropsList);
void ReadPropsLists(Motion_t& Motion);
void ReadTimePropsList(TimePropsList_t& TimePropsList);
void ReadTimePropsLists(Motion_t& Motion);
void ReadTimePropsLists(Motion_t& Motion);
/****
** Mesh (*.mesh)
*/
struct TextureVertex_t {
float u, v;
};
struct Vertex_t {
float x, y, z;
};
struct Face_t {
unsigned VertexA, VertexB, VertexC;
};
struct Mesh_t {
uint32_t Version;
uint32_t BoneCount;
char ** BoneNames;
uint32_t FaceCount;
Face_t * FaceData;
uint32_t BindingCount;
uint32_t TextureVertexCount;
TextureVertex_t * TextureVertexData;
uint32_t BlendDataCount;
uint32_t VertexCount;
Vertex_t * UnclothedVertexData;
Vertex_t * ClothedVertexData;
};
void ReadMesh(Mesh_t& Mesh);