cleanup
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@@ -90,7 +90,7 @@ void Model::LoadMilkshapeAscii( CString sPath )
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LoadPieces( sPath, sPath, sPath );
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LoadPieces( sPath, sPath, sPath );
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}
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}
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void Model::LoadPieces( CString sMeshesPath, CString sMaterialsPath, CString sBomesPath )
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void Model::LoadPieces( CString sMeshesPath, CString sMaterialsPath, CString sBonesPath )
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{
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{
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Clear();
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Clear();
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@@ -99,16 +99,16 @@ void Model::LoadPieces( CString sMeshesPath, CString sMaterialsPath, CString sBo
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LoadMaterialsFromMilkshapeAscii( sMaterialsPath );
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LoadMaterialsFromMilkshapeAscii( sMaterialsPath );
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LoadMilkshapeAsciiBones( DEFAULT_ANIMATION_NAME, sBomesPath );
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LoadMilkshapeAsciiBones( DEFAULT_ANIMATION_NAME, sBonesPath );
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//
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//
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// Setup temp vertices (if necessary)
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// Setup temp vertices (if necessary)
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//
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//
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bool bHasAnyPerVertexBones = false;
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bool bHasAnyPerVertexBones = false;
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for (int i = 0; i < (int)m_pGeometry->m_Meshes.size(); i++)
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for( unsigned i = 0; i < m_pGeometry->m_Meshes.size(); ++i )
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{
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{
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msMesh& mesh = m_pGeometry->m_Meshes[i];
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const msMesh& mesh = m_pGeometry->m_Meshes[i];
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for (int j = 0; j < (int)mesh.Vertices.size(); j++)
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for( unsigned j = 0; j < mesh.Vertices.size(); ++j )
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{
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{
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if( mesh.Vertices[j].bone != -1 )
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if( mesh.Vertices[j].bone != -1 )
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{
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{
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@@ -48,8 +48,6 @@ public:
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virtual void HandleCommand( const ParsedCommand &command );
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virtual void HandleCommand( const ParsedCommand &command );
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// int m_iRefCount;
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private:
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private:
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RageModelGeometry *m_pGeometry;
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RageModelGeometry *m_pGeometry;
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@@ -56,8 +56,6 @@ typedef struct msMesh
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vector<RageModelVertex> Vertices;
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vector<RageModelVertex> Vertices;
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// vector<msVec3> Normals; // each vertex holds its own normal
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// OPTIMIZATION: If all verts in a mesh are transformed by the same bone,
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// OPTIMIZATION: If all verts in a mesh are transformed by the same bone,
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// then send the transform to the graphics card for the whole mesh instead
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// then send the transform to the graphics card for the whole mesh instead
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// of transforming each vertex on the CPU;
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// of transforming each vertex on the CPU;
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