Break cel shading (it'll be fixed soon, I have to poke at RageDisplay stuff), add TODOs for myself, and comment out some 2D character stuff... 2d chars should be possible to implement in lua instead.
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+11
-12
@@ -65,6 +65,7 @@ void Model::Load( const RString &sFile )
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#define THROW RageException::Throw( "Parse error in \"%s\" at line %d: \"%s\".", sPath.c_str(), iLineNum, sLine.c_str() )
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// TODO: Move MS3D loading into its own class. - Colby
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void Model::LoadMilkshapeAscii( const RString &sPath )
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{
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LoadPieces( sPath, sPath, sPath );
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@@ -288,19 +289,17 @@ bool Model::EarlyAbortDraw() const
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void Model::DrawCelShaded()
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{
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// TODO: use shell shader for outline.
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this->SetGlow(RageColor(0,0,0,1));
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this->SetDiffuseAlpha(0);
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DISPLAY->SetPolygonMode( POLYGON_LINE );
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DISPLAY->SetLineWidth( 3 );
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this->SetZWrite( false );
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this->Draw();
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this->SetDiffuseAlpha(1);
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this->SetGlow(RageColor(1,1,1,0));
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DISPLAY->SetPolygonMode( POLYGON_FILL );
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this->SetZWrite( true );
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DISPLAY->SetCelShaded( true );
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// First pass: outline/shell
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// DISPLAY->SetCelShaded(1);
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this->Draw();
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DISPLAY->SetCelShaded( false );
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// Second pass: normal shading
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// DISPLAY->SetCelShaded(2);
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// this->Draw();
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// DISPLAY->SetCelShaded(0)
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}
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void Model::DrawPrimitives()
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@@ -375,7 +374,7 @@ void Model::DrawPrimitives()
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}
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// go
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DrawMesh( i );
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DrawMesh(i);
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// Turn off environment mapping on tex unit 0.
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DISPLAY->SetSphereEnvironmentMapping( TextureUnit_1, false );
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