/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : ww3d * * * * $Archive:: /Commando/Code/ww3d2/dx8polygonrenderer.cpp $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 2/12/02 2:34p $* * * * $Revision:: 12 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "dx8polygonrenderer.h" #include "dx8renderer.h" // ---------------------------------------------------------------------------- DX8PolygonRendererClass::DX8PolygonRendererClass( unsigned index_count_, MeshClass* mesh_, DX8TextureCategoryClass* tex_cat, unsigned vertex_offset_, unsigned index_offset_, bool strip_) : mesh(mesh_), texture_category(tex_cat), index_offset(index_offset_), vertex_offset(vertex_offset_), min_vertex_index(0), vertex_index_range(0), index_count(index_count_), strip(strip_) { WWASSERT(index_count); mesh->PolygonRendererList.Add_Tail(this); } DX8PolygonRendererClass::DX8PolygonRendererClass(const DX8PolygonRendererClass& src,MeshClass* mesh_) : mesh(mesh_), texture_category(src.texture_category), index_offset(src.index_offset), vertex_offset(src.vertex_offset), min_vertex_index(src.min_vertex_index), vertex_index_range(src.vertex_index_range), index_count(src.index_count), strip(src.strip) { mesh->PolygonRendererList.Add_Tail(this); } DX8PolygonRendererClass::~DX8PolygonRendererClass() { if (texture_category) texture_category->Remove_Polygon_Renderer(this); } // ---------------------------------------------------------------------------- void DX8PolygonRendererClass::Log() { StringClass work(true); work.Format(" %8d %8d %6d %6d %6d %s\n", index_count, index_count/3, index_offset, min_vertex_index, vertex_index_range, mesh->Get_Name()); /* work.Format( " Index count: %d (%d polys) i_offset: %d min_vi: %d vi_range: %d ident: %d (%s)\n", index_count, index_count/3, index_offset, min_vertex_index, vertex_index_range, mmc->ident, mmc->Get_Name()); */ WWDEBUG_SAY((work)); }