model types
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@@ -646,7 +646,7 @@ void Model::PlayAnimation( CString sAniName, float fPlayRate )
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{
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// int nBoneIndex = (pMesh->nBoneIndex!=-1) ? pMesh->nBoneIndex : bone;
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RageVector3 &pos = Vertices[j].p;
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Sint8 bone = Vertices[j].bone;
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int8_t bone = Vertices[j].bone;
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if (bone != -1)
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{
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pos[0] -= m_vpBones[bone].mAbsolute.m[3][0];
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@@ -834,7 +834,7 @@ void Model::Update( float fDelta )
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RageVector3& originalNormal = origVertices[j].n;
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RageVector2& tempTex = tempVertices[j].t;
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RageVector2& originalTex = origVertices[j].t;
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Sint8 bone = origVertices[j].bone;
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int8_t bone = origVertices[j].bone;
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tempTex = originalTex;
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@@ -5,8 +5,6 @@
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#ifndef RAGETYPES_H
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#define RAGETYPES_H
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#include "SDL_types.h" // for Sint8
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enum GlowMode { GLOW_BRIGHTEN, GLOW_WHITEN };
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enum BlendMode { BLEND_NORMAL, BLEND_ADD, BLEND_NO_EFFECT, BLEND_INVALID };
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enum CullMode { CULL_BACK, CULL_FRONT, CULL_NONE };
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@@ -248,7 +246,7 @@ struct RageModelVertex // doesn't have color. Relies on material color
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RageVector3 p; // position
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RageVector3 n; // normal
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RageVector2 t; // texture coordinates
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Sint8 bone;
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int8_t bone;
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};
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