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Working head renderer, with pixel-perfect results. As for bodies, all appendages are rendered in the same place...
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4 changed files with 591 additions and 2 deletions
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@ -76,6 +76,10 @@ class VBFile_t {
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extern VBFile_t VBFile;
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/****
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** Animation (*.anim)
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*/
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struct Translation_t {
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float x, y, z;
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};
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@ -153,4 +157,38 @@ void ReadMotion(Animation_t& Animation, Motion_t& Motion);
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void ReadPropsList(PropsList_t& PropsList);
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void ReadPropsLists(Motion_t& Motion);
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void ReadTimePropsList(TimePropsList_t& TimePropsList);
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void ReadTimePropsLists(Motion_t& Motion);
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void ReadTimePropsLists(Motion_t& Motion);
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/****
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** Mesh (*.mesh)
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*/
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struct TextureVertex_t {
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float u, v;
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};
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struct Vertex_t {
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float x, y, z;
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};
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struct Face_t {
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unsigned VertexA, VertexB, VertexC;
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};
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struct Mesh_t {
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uint32_t Version;
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uint32_t BoneCount;
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char ** BoneNames;
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uint32_t FaceCount;
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Face_t * FaceData;
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uint32_t BindingCount;
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uint32_t TextureVertexCount;
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TextureVertex_t * TextureVertexData;
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uint32_t BlendDataCount;
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uint32_t VertexCount;
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Vertex_t * UnclothedVertexData;
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Vertex_t * ClothedVertexData;
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};
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void ReadMesh(Mesh_t& Mesh);
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