[Scummvm-git-logs] scummvm master -> d9abf0bd1f700a863519c00fa21eacf8d3967e88

aquadran noreply at scummvm.org
Sun Aug 28 06:43:33 UTC 2022


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
d9abf0bd1f WINTERMUTE: ModelX -> XModel


Commit: d9abf0bd1f700a863519c00fa21eacf8d3967e88
    https://github.com/scummvm/scummvm/commit/d9abf0bd1f700a863519c00fa21eacf8d3967e88
Author: Paweł Kołodziejski (aquadran at gmail.com)
Date: 2022-08-28T08:43:25+02:00

Commit Message:
WINTERMUTE: ModelX -> XModel

Changed paths:
    engines/wintermute/ad/ad_actor_3dx.cpp
    engines/wintermute/ad/ad_attach_3dx.cpp
    engines/wintermute/ad/ad_object_3d.cpp
    engines/wintermute/base/base_active_rect.cpp
    engines/wintermute/base/base_active_rect.h
    engines/wintermute/base/base_object.cpp
    engines/wintermute/base/base_object.h
    engines/wintermute/base/gfx/base_renderer.cpp
    engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
    engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.h
    engines/wintermute/base/gfx/opengl/meshx_opengl.cpp
    engines/wintermute/base/gfx/opengl/meshx_opengl.h
    engines/wintermute/base/gfx/opengl/meshx_opengl_shader.cpp
    engines/wintermute/base/gfx/opengl/meshx_opengl_shader.h
    engines/wintermute/base/gfx/xactive_animation.cpp
    engines/wintermute/base/gfx/xactive_animation.h
    engines/wintermute/base/gfx/xanimation_channel.cpp
    engines/wintermute/base/gfx/xanimation_channel.h
    engines/wintermute/base/gfx/xanimation_set.cpp
    engines/wintermute/base/gfx/xanimation_set.h
    engines/wintermute/base/gfx/xframe_node.cpp
    engines/wintermute/base/gfx/xframe_node.h
    engines/wintermute/base/gfx/xmesh.h
    engines/wintermute/base/gfx/xmodel.cpp
    engines/wintermute/base/gfx/xmodel.h
    engines/wintermute/base/saveload.cpp
    engines/wintermute/base/saveload.h
    engines/wintermute/persistent.cpp


diff --git a/engines/wintermute/ad/ad_actor_3dx.cpp b/engines/wintermute/ad/ad_actor_3dx.cpp
index eb97e6b9b9b..beaac7592d0 100644
--- a/engines/wintermute/ad/ad_actor_3dx.cpp
+++ b/engines/wintermute/ad/ad_actor_3dx.cpp
@@ -124,7 +124,7 @@ AdActor3DX::~AdActor3DX() {
 
 //////////////////////////////////////////////////////////////////////////
 bool AdActor3DX::update() {
-	if (!_modelX) {
+	if (!_xmodel) {
 		return true;
 	}
 
@@ -134,7 +134,7 @@ bool AdActor3DX::update() {
 
 	AdGame *adGame = (AdGame *)_gameRef;
 
-	if (_state == STATE_READY && _stateAnimChannel >= 0 && _modelX) {
+	if (_state == STATE_READY && _stateAnimChannel >= 0 && _xmodel) {
 		_stateAnimChannel = -1;
 	}
 
@@ -145,7 +145,7 @@ bool AdActor3DX::update() {
 
 		// kill talking anim
 		if (_talkAnimChannel > 0)
-			_modelX->stopAnim(_talkAnimChannel, _defaultStopTransTime);
+			_xmodel->stopAnim(_talkAnimChannel, _defaultStopTransTime);
 	}
 
 	// update state
@@ -161,9 +161,9 @@ bool AdActor3DX::update() {
 				// disabled in original code
 			} else if (_directTurnMode != DIRECT_TURN_NONE) {
 				if (!_directTurnAnim.empty()) {
-					_modelX->playAnim(0, _directTurnAnim, _defaultTransTime, false, _defaultStopTransTime);
+					_xmodel->playAnim(0, _directTurnAnim, _defaultTransTime, false, _defaultStopTransTime);
 				} else {
-					_modelX->playAnim(0, _idleAnimName, _defaultTransTime, false, _defaultStopTransTime);
+					_xmodel->playAnim(0, _idleAnimName, _defaultTransTime, false, _defaultStopTransTime);
 				}
 			}
 
@@ -215,14 +215,14 @@ bool AdActor3DX::update() {
 
 				if (canWalk) {
 					if (!_directWalkAnim.empty()) {
-						_modelX->playAnim(0, _directWalkAnim, _defaultTransTime, false, _defaultStopTransTime);
+						_xmodel->playAnim(0, _directWalkAnim, _defaultTransTime, false, _defaultStopTransTime);
 					} else {
-						_modelX->playAnim(0, _walkAnimName, _defaultTransTime, false, _defaultStopTransTime);
+						_xmodel->playAnim(0, _walkAnimName, _defaultTransTime, false, _defaultStopTransTime);
 					}
 
 					_posVector = newPos;
 				} else {
-					_modelX->playAnim(0, _idleAnimName, _defaultTransTime, false, _defaultStopTransTime);
+					_xmodel->playAnim(0, _idleAnimName, _defaultTransTime, false, _defaultStopTransTime);
 				}
 			}
 		}
@@ -231,9 +231,9 @@ bool AdActor3DX::update() {
 	//////////////////////////////////////////////////////////////////////////
 	case STATE_TURNING:
 		if (_turningLeft) {
-			_modelX->playAnim(0, _turnLeftAnimName, _defaultTransTime, false, _defaultStopTransTime);
+			_xmodel->playAnim(0, _turnLeftAnimName, _defaultTransTime, false, _defaultStopTransTime);
 		} else {
-			_modelX->playAnim(0, _turnRightAnimName, _defaultTransTime, false, _defaultStopTransTime);
+			_xmodel->playAnim(0, _turnRightAnimName, _defaultTransTime, false, _defaultStopTransTime);
 		}
 
 		if (turnToStep(_angVelocity)) {
@@ -245,7 +245,7 @@ bool AdActor3DX::update() {
 	//////////////////////////////////////////////////////////////////////////
 	case STATE_SEARCHING_PATH:
 		// keep asking scene for the path
-		_modelX->playAnim(0, _idleAnimName, _defaultTransTime, false, _defaultStopTransTime);
+		_xmodel->playAnim(0, _idleAnimName, _defaultTransTime, false, _defaultStopTransTime);
 
 		if (adGame->_scene->_2DPathfinding) {
 			if (adGame->_scene->getPath(BasePoint(_posX, _posY), *_targetPoint2D, _path2D, this)) {
@@ -260,7 +260,7 @@ bool AdActor3DX::update() {
 	//////////////////////////////////////////////////////////////////////////
 	case STATE_WAITING_PATH:
 		// wait until the scene finished the path
-		_modelX->playAnim(0, _idleAnimName, _defaultTransTime, false, _defaultStopTransTime);
+		_xmodel->playAnim(0, _idleAnimName, _defaultTransTime, false, _defaultStopTransTime);
 		if (adGame->_scene->_2DPathfinding) {
 			if (_path2D->_ready) {
 				followPath2D();
@@ -280,7 +280,7 @@ bool AdActor3DX::update() {
 			getNextStep3D();
 		}
 
-		_modelX->playAnim(0, _walkAnimName, _defaultTransTime, false, _defaultStopTransTime);
+		_xmodel->playAnim(0, _walkAnimName, _defaultTransTime, false, _defaultStopTransTime);
 		break;
 
 	//////////////////////////////////////////////////////////////////////////
@@ -293,7 +293,7 @@ bool AdActor3DX::update() {
 
 		bool timeIsUp = (_sentence->_sound && _sentence->_soundStarted && (!_sentence->_sound->isPlaying() && !_sentence->_sound->isPaused())) ||
 		                (!_sentence->_sound && _sentence->_duration <= _gameRef->getTimer()->getTime() - _sentence->_startTime);
-		if (_tempSkelAnim == nullptr || !_modelX->isAnimPending(0, _tempSkelAnim) || timeIsUp) {
+		if (_tempSkelAnim == nullptr || !_xmodel->isAnimPending(0, _tempSkelAnim) || timeIsUp) {
 			if (timeIsUp) {
 				_sentence->finish();
 				_tempSkelAnim = nullptr;
@@ -301,23 +301,23 @@ bool AdActor3DX::update() {
 				_nextState = STATE_READY;
 
 				if (_talkAnimChannel > 0)
-					_modelX->stopAnim(_talkAnimChannel, _defaultStopTransTime);
+					_xmodel->stopAnim(_talkAnimChannel, _defaultStopTransTime);
 			} else {
 				_tempSkelAnim = _sentence->getNextStance();
 				if (_tempSkelAnim)
-					_modelX->playAnim(0, _tempSkelAnim, _defaultTransTime, true, _defaultStopTransTime);
+					_xmodel->playAnim(0, _tempSkelAnim, _defaultTransTime, true, _defaultStopTransTime);
 				else {
-					if (_modelX->getAnimationSetByName(_talkAnimName))
-						_modelX->playAnim(_talkAnimChannel, _talkAnimName, _defaultTransTime, false, _defaultStopTransTime);
+					if (_xmodel->getAnimationSetByName(_talkAnimName))
+						_xmodel->playAnim(_talkAnimChannel, _talkAnimName, _defaultTransTime, false, _defaultStopTransTime);
 					else
-						_modelX->playAnim(0, _idleAnimName, _defaultTransTime, false, _defaultStopTransTime);
+						_xmodel->playAnim(0, _idleAnimName, _defaultTransTime, false, _defaultStopTransTime);
 				}
 
 				((AdGame *)_gameRef)->addSentence(_sentence);
 			}
 		} else {
 			if (_tempSkelAnim) {
-				_modelX->playAnim(0, _tempSkelAnim, _defaultTransTime, false, _defaultStopTransTime);
+				_xmodel->playAnim(0, _tempSkelAnim, _defaultTransTime, false, _defaultStopTransTime);
 			}
 
 			((AdGame *)_gameRef)->addSentence(_sentence);
@@ -327,13 +327,13 @@ bool AdActor3DX::update() {
 
 	case STATE_PLAYING_ANIM:
 		if (_stateAnimChannel != 0) {
-			_modelX->playAnim(0, _idleAnimName, _defaultTransTime, false, _defaultStopTransTime);
+			_xmodel->playAnim(0, _idleAnimName, _defaultTransTime, false, _defaultStopTransTime);
 		}
 		break;
 
 	//////////////////////////////////////////////////////////////////////////
 	case STATE_READY:
-		_modelX->playAnim(0, _idleAnimName, _defaultTransTime, false, _defaultStopTransTime);
+		_xmodel->playAnim(0, _idleAnimName, _defaultTransTime, false, _defaultStopTransTime);
 		break;
 
 	case STATE_IDLE:
@@ -345,7 +345,7 @@ bool AdActor3DX::update() {
 	} // switch(_state)
 
 	// finished playing animation?
-	if (_state == STATE_PLAYING_ANIM && !_modelX->isAnimPending(_stateAnimChannel)) {
+	if (_state == STATE_PLAYING_ANIM && !_xmodel->isAnimPending(_stateAnimChannel)) {
 		_state = _nextState;
 		_nextState = STATE_READY;
 	}
@@ -363,8 +363,8 @@ bool AdActor3DX::update() {
 		afterMove();
 	}
 
-	if (_modelX) {
-		_modelX->update();
+	if (_xmodel) {
+		_xmodel->update();
 
 		if (_shadowModel) {
 			_shadowModel->update();
@@ -379,7 +379,7 @@ bool AdActor3DX::update() {
 
 //////////////////////////////////////////////////////////////////////////
 bool AdActor3DX::display() {
-	if (!_modelX) {
+	if (!_xmodel) {
 		return true;
 	}
 
@@ -402,16 +402,16 @@ bool AdActor3DX::display() {
 
 	_gameRef->_renderer3D->setSpriteBlendMode(_blendMode);
 	_gameRef->_renderer3D->setWorldTransform(_worldMatrix);
-	_modelX->_lastWorldMat = _worldMatrix;
+	_xmodel->_lastWorldMat = _worldMatrix;
 
-	bool res = _modelX->render();
+	bool res = _xmodel->render();
 
 	if (_registrable) {
-		_gameRef->_renderer->addRectToList(new BaseActiveRect(_gameRef, this, _modelX,
-		                                                      _modelX->_boundingRect.left,
-		                                                      _modelX->_boundingRect.top,
-		                                                      _modelX->_boundingRect.right - _modelX->_boundingRect.left,
-		                                                      _modelX->_boundingRect.bottom - _modelX->_boundingRect.top,
+		_gameRef->_renderer->addRectToList(new BaseActiveRect(_gameRef, this, _xmodel,
+		                                                      _xmodel->_boundingRect.left,
+		                                                      _xmodel->_boundingRect.top,
+		                                                      _xmodel->_boundingRect.right - _xmodel->_boundingRect.left,
+		                                                      _xmodel->_boundingRect.bottom - _xmodel->_boundingRect.top,
 		                                                      true));
 	}
 
@@ -431,7 +431,7 @@ bool AdActor3DX::display() {
 	// not sure what to do about it right now
 	// accessibility
 	//	if (_gameRef->_accessMgr->GetActiveObject() == this) {
-	//		_gameRef->_accessMgr->SetHintRect(&_modelX->m_BoundingRect);
+	//		_gameRef->_accessMgr->SetHintRect(&_xmodel->m_BoundingRect);
 	//	}
 
 	return res;
@@ -439,7 +439,7 @@ bool AdActor3DX::display() {
 
 //////////////////////////////////////////////////////////////////////////
 bool AdActor3DX::renderModel() {
-	if (!_modelX) {
+	if (!_xmodel) {
 		return true;
 	}
 
@@ -449,14 +449,14 @@ bool AdActor3DX::renderModel() {
 	if (_shadowModel) {
 		res = _shadowModel->render();
 	} else {
-		res = _modelX->render();
+		res = _xmodel->render();
 	}
 
 	if (!res) {
 		return false;
 	}
 
-	_modelX->_lastWorldMat = _worldMatrix;
+	_xmodel->_lastWorldMat = _worldMatrix;
 
 	displayAttachments(false);
 	return res;
@@ -464,7 +464,7 @@ bool AdActor3DX::renderModel() {
 
 //////////////////////////////////////////////////////////////////////////
 bool AdActor3DX::displayShadowVolume() {
-	if (!_modelX) {
+	if (!_xmodel) {
 		return false;
 	}
 
@@ -478,11 +478,11 @@ bool AdActor3DX::displayShadowVolume() {
 
 	getShadowVolume()->reset();
 
-	ModelX *shadowModel;
+	XModel *shadowModel;
 	if (_shadowModel) {
 		shadowModel = _shadowModel;
 	} else {
-		shadowModel = _modelX;
+		shadowModel = _xmodel;
 	}
 
 	shadowModel->updateShadowVol(getShadowVolume(), _worldMatrix, lightVector, extrusionDepth);
@@ -495,7 +495,7 @@ bool AdActor3DX::displayShadowVolume() {
 			continue;
 		}
 
-		Math::Matrix4 *boneMat = _modelX->getBoneMatrix(at->getParentBone().c_str());
+		Math::Matrix4 *boneMat = _xmodel->getBoneMatrix(at->getParentBone().c_str());
 		if (!boneMat) {
 			continue;
 		}
@@ -526,7 +526,7 @@ bool AdActor3DX::updateAttachments() {
 
 //////////////////////////////////////////////////////////////////////////
 bool AdActor3DX::displayAttachments(bool registerObjects) {
-	if (!_modelX) {
+	if (!_xmodel) {
 		return false;
 	}
 
@@ -540,7 +540,7 @@ bool AdActor3DX::displayAttachments(bool registerObjects) {
 			continue;
 		}
 
-		Math::Matrix4 *boneMat = _modelX->getBoneMatrix(at->getParentBone().c_str());
+		Math::Matrix4 *boneMat = _xmodel->getBoneMatrix(at->getParentBone().c_str());
 		if (!boneMat) {
 			continue;
 		}
@@ -922,8 +922,8 @@ bool AdActor3DX::loadBuffer(byte *buffer, bool complete) {
 		buffer = params;
 	}
 
-	delete _modelX;
-	_modelX = nullptr;
+	delete _xmodel;
+	_xmodel = nullptr;
 	delete _shadowModel;
 	_shadowModel = nullptr;
 
@@ -1059,27 +1059,27 @@ bool AdActor3DX::loadBuffer(byte *buffer, bool complete) {
 		}
 
 		case TOKEN_MODEL:
-			if (!_modelX) {
-				_modelX = new ModelX(_gameRef, this);
+			if (!_xmodel) {
+				_xmodel = new XModel(_gameRef, this);
 
-				if (!_modelX || !_modelX->loadFromFile((char *)params)) {
-					delete _modelX;
-					_modelX = nullptr;
+				if (!_xmodel || !_xmodel->loadFromFile((char *)params)) {
+					delete _xmodel;
+					_xmodel = nullptr;
 					cmd = PARSERR_GENERIC;
 				}
 			} else {
-				if (!_modelX->mergeFromFile((char *)params)) {
+				if (!_xmodel->mergeFromFile((char *)params)) {
 					cmd = PARSERR_GENERIC;
 				}
 			}
 			break;
 
 		case TOKEN_SHADOW_MODEL:
-			if (_modelX) {
+			if (_xmodel) {
 				delete _shadowModel;
-				_shadowModel = new ModelX(_gameRef, this);
+				_shadowModel = new XModel(_gameRef, this);
 
-				if (!_shadowModel || !_shadowModel->loadFromFile((char *)params, _modelX)) {
+				if (!_shadowModel || !_shadowModel->loadFromFile((char *)params, _xmodel)) {
 					delete _shadowModel;
 					_shadowModel = nullptr;
 					cmd = PARSERR_GENERIC;
@@ -1112,15 +1112,15 @@ bool AdActor3DX::loadBuffer(byte *buffer, bool complete) {
 			break;
 
 		case TOKEN_ANIMATION:
-			if (_modelX) {
-				_modelX->parseAnim(params);
+			if (_xmodel) {
+				_xmodel->parseAnim(params);
 			} else {
 				_gameRef->LOG(0, "Error: a MODEL= line must precede any animation definitions (file: %s)", getFilename());
 			}
 			break;
 
 		case TOKEN_EFFECT:
-			if (_modelX)
+			if (_xmodel)
 				parseEffect(params);
 			else
 				_gameRef->LOG(0, "Error: a MODEL= line must precede any effect definitions (file: %s)", getFilename());
@@ -1184,7 +1184,7 @@ bool AdActor3DX::loadBuffer(byte *buffer, bool complete) {
 		return false;
 	}
 
-	if (!_modelX) {
+	if (!_xmodel) {
 		_gameRef->LOG(0, "Error: No model has been loaded for 3D actor");
 		return false;
 	}
@@ -1249,11 +1249,11 @@ bool AdActor3DX::playAnim3DX(const char *name, bool setState) {
 
 //////////////////////////////////////////////////////////////////////////
 bool AdActor3DX::playAnim3DX(int channel, const char *name, bool setState) {
-	if (!_modelX) {
+	if (!_xmodel) {
 		return false;
 	}
 
-	bool res = _modelX->playAnim(channel, name, _defaultTransTime, true, _defaultStopTransTime);
+	bool res = _xmodel->playAnim(channel, name, _defaultTransTime, true, _defaultStopTransTime);
 	if (res && setState) {
 		_state = STATE_PLAYING_ANIM;
 		_stateAnimChannel = channel;
@@ -1269,10 +1269,10 @@ void AdActor3DX::talk(const char *text, const char *sound, uint32 duration, cons
 
 //////////////////////////////////////////////////////////////////////////
 int32 AdActor3DX::getHeight() {
-	if (!_modelX) {
+	if (!_xmodel) {
 		return 0;
 	} else {
-		return _posY - _modelX->_boundingRect.top - 5;
+		return _posY - _xmodel->_boundingRect.top - 5;
 	}
 }
 
@@ -1303,8 +1303,8 @@ bool AdActor3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSta
 		stack->correctParams(1);
 		int transTime = stack->pop()->getInt(_defaultStopTransTime);
 		bool ret = false;
-		if (_modelX) {
-			ret = _modelX->stopAnim(0, transTime);
+		if (_xmodel) {
+			ret = _xmodel->stopAnim(0, transTime);
 		}
 		stack->pushBool(ret);
 		return true;
@@ -1318,8 +1318,8 @@ bool AdActor3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSta
 		int channel = stack->pop()->getInt();
 		int transTime = stack->pop()->getInt();
 		bool ret = false;
-		if (_modelX) {
-			ret = _modelX->stopAnim(channel, transTime);
+		if (_xmodel) {
+			ret = _xmodel->stopAnim(channel, transTime);
 		}
 
 		stack->pushBool(ret);
@@ -1360,8 +1360,8 @@ bool AdActor3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSta
 			animName = val->getString();
 		}
 
-		if (_modelX) {
-			stack->pushBool(_modelX->isAnimPending(0, animName));
+		if (_xmodel) {
+			stack->pushBool(_xmodel->isAnimPending(0, animName));
 		} else {
 			stack->pushBool(false);
 		}
@@ -1383,8 +1383,8 @@ bool AdActor3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSta
 			animName = val->getString();
 		}
 
-		if (_modelX) {
-			stack->pushBool(_modelX->isAnimPending(channel, animName));
+		if (_xmodel) {
+			stack->pushBool(_xmodel->isAnimPending(channel, animName));
 		} else {
 			stack->pushBool(false);
 		}
@@ -1404,10 +1404,10 @@ bool AdActor3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSta
 		const char *attachName = stack->pop()->getString();
 		const char *boneName = stack->pop()->getString();
 
-		if (!_modelX) {
+		if (!_xmodel) {
 			stack->pushBool(false);
 		} else {
-			if (!_modelX->getBoneMatrix(boneName)) {
+			if (!_xmodel->getBoneMatrix(boneName)) {
 				script->runtimeError("Bone '%s' cannot be found", boneName);
 				stack->pushBool(false);
 			} else {
@@ -1448,7 +1448,7 @@ bool AdActor3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSta
 		stack->correctParams(1);
 		const char *attachmentName = stack->pop()->getString();
 
-		if (!_modelX) {
+		if (!_xmodel) {
 			stack->pushBool(false);
 		} else {
 			bool isFound = false;
@@ -1472,7 +1472,7 @@ bool AdActor3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSta
 		stack->correctParams(1);
 		const char *attachmentName = stack->pop()->getString();
 
-		if (!_modelX) {
+		if (!_xmodel) {
 			stack->pushNULL();
 		} else {
 			bool isFound = false;
@@ -1796,7 +1796,7 @@ bool AdActor3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSta
 		const char *materialName = stack->pop()->getString();
 		const char *textureFilename = stack->pop()->getString();
 
-		if (_modelX && _modelX->setMaterialSprite(materialName, textureFilename)) {
+		if (_xmodel && _xmodel->setMaterialSprite(materialName, textureFilename)) {
 			stack->pushBool(true);
 		} else {
 			stack->pushBool(false);
@@ -1813,7 +1813,7 @@ bool AdActor3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSta
 		const char *materialName = stack->pop()->getString();
 		const char *theoraFilename = stack->pop()->getString();
 
-		if (_modelX && _modelX->setMaterialTheora(materialName, theoraFilename)) {
+		if (_xmodel && _xmodel->setMaterialTheora(materialName, theoraFilename)) {
 			stack->pushBool(true);
 		} else {
 			stack->pushBool(false);
@@ -1830,7 +1830,7 @@ bool AdActor3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSta
 		/*const char *effectFilename =*/ stack->pop()->getString();
 
 		warning("AdActor3DX::scCallMethod D3DX effects are not supported");
-		if (_modelX) {
+		if (_xmodel) {
 			stack->pushBool(true);
 		} else {
 			stack->pushBool(false);
@@ -1847,7 +1847,7 @@ bool AdActor3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSta
 		stack->pop();
 
 		warning("AdActor3DX::scCallMethod D3DX effects are not supported");
-		if (_modelX) {
+		if (_xmodel) {
 			stack->pushBool(true);
 		} else {
 			stack->pushBool(false);
@@ -1865,7 +1865,7 @@ bool AdActor3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSta
 		/*ScValue *val =*/ stack->pop();
 
 		warning("AdActor3DX::scCallMethod D3DX effects are not supported");
-		if (_modelX) {
+		if (_xmodel) {
 			stack->pushBool(true);
 		} else {
 			stack->pushBool(false);
@@ -1886,7 +1886,7 @@ bool AdActor3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSta
 		/*float w =*/ stack->pop()->getFloat();
 
 		warning("AdActor3DX::scCallMethod D3DX effects are not supported");
-		if (_modelX) {
+		if (_xmodel) {
 			stack->pushBool(true);
 		} else {
 			stack->pushBool(false);
@@ -1904,7 +1904,7 @@ bool AdActor3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSta
 		/*uint32 color =*/ stack->pop()->getInt();
 
 		warning("AdActor3DX::scCallMethod D3DX effects are not supported");
-		if (_modelX) {
+		if (_xmodel) {
 			stack->pushBool(true);
 		} else {
 			stack->pushBool(false);
@@ -2300,8 +2300,8 @@ bool AdActor3DX::persist(BasePersistenceManager *persistMgr) {
 
 //////////////////////////////////////////////////////////////////////////
 bool AdActor3DX::invalidateDeviceObjects() {
-	if (_modelX)
-		_modelX->invalidateDeviceObjects();
+	if (_xmodel)
+		_xmodel->invalidateDeviceObjects();
 	if (_shadowModel)
 		_shadowModel->invalidateDeviceObjects();
 
@@ -2314,8 +2314,8 @@ bool AdActor3DX::invalidateDeviceObjects() {
 
 //////////////////////////////////////////////////////////////////////////
 bool AdActor3DX::restoreDeviceObjects() {
-	if (_modelX) {
-		_modelX->restoreDeviceObjects();
+	if (_xmodel) {
+		_xmodel->restoreDeviceObjects();
 	}
 
 	if (_shadowModel) {
@@ -2331,11 +2331,11 @@ bool AdActor3DX::restoreDeviceObjects() {
 
 //////////////////////////////////////////////////////////////////////////
 bool AdActor3DX::mergeAnimations(const char *filename) {
-	if (!_modelX) {
+	if (!_xmodel) {
 		return false;
 	}
 
-	bool res = _modelX->mergeFromFile(filename);
+	bool res = _xmodel->mergeFromFile(filename);
 	if (!res) {
 		_gameRef->LOG(res, "Error: MergeAnims failed for file '%s'", filename);
 		return res;
@@ -2374,7 +2374,7 @@ bool AdActor3DX::mergeAnimations2(const char *filename) {
 	while ((cmd = parser.getCommand((char **)&buffer, commands, (char **)&params)) > 0) {
 		switch (cmd) {
 		case TOKEN_ANIMATION:
-			if (!_modelX->parseAnim(params)) {
+			if (!_xmodel->parseAnim(params)) {
 				cmd = PARSERR_GENERIC;
 			}
 		}
@@ -2395,8 +2395,8 @@ bool AdActor3DX::mergeAnimations2(const char *filename) {
 
 //////////////////////////////////////////////////////////////////////////
 bool AdActor3DX::unloadAnimation(const char *animName) {
-	if (_modelX) {
-		return _modelX->unloadAnimation(animName);
+	if (_xmodel) {
+		return _xmodel->unloadAnimation(animName);
 	} else {
 		return false;
 	}
diff --git a/engines/wintermute/ad/ad_attach_3dx.cpp b/engines/wintermute/ad/ad_attach_3dx.cpp
index c6442e7de81..01e366a55f2 100644
--- a/engines/wintermute/ad/ad_attach_3dx.cpp
+++ b/engines/wintermute/ad/ad_attach_3dx.cpp
@@ -52,21 +52,21 @@ AdAttach3DX::~AdAttach3DX(void) {
 
 //////////////////////////////////////////////////////////////////////////
 bool AdAttach3DX::init(const char *modelFile, const char *name, const char *parentBone) {
-	delete _modelX;
-	_modelX = nullptr;
+	delete _xmodel;
+	_xmodel = nullptr;
 
 	_parentBone = parentBone;
 	setName(name);
 
-	_modelX = new ModelX(_gameRef, _owner);
-	if (!_modelX) {
+	_xmodel = new XModel(_gameRef, _owner);
+	if (!_xmodel) {
 		return false;
 	}
 
-	bool res = _modelX->loadFromFile(modelFile);
+	bool res = _xmodel->loadFromFile(modelFile);
 	if (!res) {
-		delete _modelX;
-		_modelX = nullptr;
+		delete _xmodel;
+		_xmodel = nullptr;
 	}
 
 	return res;
@@ -75,8 +75,8 @@ bool AdAttach3DX::init(const char *modelFile, const char *name, const char *pare
 //////////////////////////////////////////////////////////////////////////
 bool AdAttach3DX::update() {
 	AdObject3D::update();
-	if (_modelX) {
-		return _modelX->update();
+	if (_xmodel) {
+		return _xmodel->update();
 	} else {
 		return true;
 	}
@@ -87,15 +87,15 @@ bool AdAttach3DX::displayAttachable(const Math::Matrix4 &viewMat, bool registerO
 	Math::Matrix4 finalMat = _owner->_worldMatrix * viewMat * _worldMatrix;
 	_gameRef->_renderer3D->setWorldTransform(finalMat);
 
-	if (_modelX) {
-		_modelX->render();
+	if (_xmodel) {
+		_xmodel->render();
 
 		if (registerObjects && _owner && _owner->_registrable) {
-			_gameRef->_renderer->addRectToList(new BaseActiveRect(_gameRef, _owner, _modelX,
-			                                                      _modelX->_boundingRect.left,
-			                                                      _modelX->_boundingRect.top,
-			                                                      _modelX->_boundingRect.right - _modelX->_boundingRect.left,
-			                                                      _modelX->_boundingRect.bottom - _modelX->_boundingRect.top,
+			_gameRef->_renderer->addRectToList(new BaseActiveRect(_gameRef, _owner, _xmodel,
+			                                                      _xmodel->_boundingRect.left,
+			                                                      _xmodel->_boundingRect.top,
+			                                                      _xmodel->_boundingRect.right - _xmodel->_boundingRect.left,
+			                                                      _xmodel->_boundingRect.bottom - _xmodel->_boundingRect.top,
 			                                                      true));
 		}
 	}
@@ -107,10 +107,10 @@ bool AdAttach3DX::displayAttachable(const Math::Matrix4 &viewMat, bool registerO
 bool AdAttach3DX::displayShadowVol(const Math::Matrix4 &modelMat, const Math::Vector3d &light, float extrusionDepth, bool update) {
 	Math::Matrix4 finalMat = modelMat * _worldMatrix;
 
-	if (_modelX) {
+	if (_xmodel) {
 		if (update) {
 			getShadowVolume()->reset();
-			_modelX->updateShadowVol(getShadowVolume(), finalMat, light, extrusionDepth);
+			_xmodel->updateShadowVol(getShadowVolume(), finalMat, light, extrusionDepth);
 		}
 
 		_gameRef->_renderer3D->setWorldTransform(finalMat);
@@ -135,7 +135,7 @@ bool AdAttach3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSt
 	if (strcmp(name, "PlayAnim") == 0 || strcmp(name, "PlayAnimAsync") == 0) {
 		stack->correctParams(1);
 		Common::String animName = stack->pop()->getString();
-		if (!_modelX || !_modelX->playAnim(0, animName, 0, true)) {
+		if (!_xmodel || !_xmodel->playAnim(0, animName, 0, true)) {
 			stack->pushBool(false);
 		} else {
 			if (strcmp(name, "PlayAnimAsync") != 0)
@@ -151,8 +151,8 @@ bool AdAttach3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSt
 	else if (strcmp(name, "StopAnim") == 0) {
 		stack->correctParams(0);
 		bool ret = false;
-		if (_modelX) {
-			ret = _modelX->stopAnim(0);
+		if (_xmodel) {
+			ret = _xmodel->stopAnim(0);
 		}
 
 		stack->pushBool(ret);
@@ -166,8 +166,8 @@ bool AdAttach3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSt
 		stack->correctParams(1);
 		int channel = stack->pop()->getInt();
 		bool ret = false;
-		if (_modelX) {
-			ret = _modelX->stopAnim(channel, 0);
+		if (_xmodel) {
+			ret = _xmodel->stopAnim(channel, 0);
 		}
 
 		stack->pushBool(ret);
@@ -182,7 +182,7 @@ bool AdAttach3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSt
 		int channel = stack->pop()->getInt();
 		const char *animName = stack->pop()->getString();
 
-		if (!_modelX || !_modelX->playAnim(channel, animName, 0, true)) {
+		if (!_xmodel || !_xmodel->playAnim(channel, animName, 0, true)) {
 			stack->pushBool(false);
 		} else {
 			if (strcmp(name, "PlayAnimChannelAsync") != 0) {
@@ -236,8 +236,8 @@ bool AdAttach3DX::persist(BasePersistenceManager *persistMgr) {
 
 //////////////////////////////////////////////////////////////////////////
 bool AdAttach3DX::invalidateDeviceObjects() {
-	if (_modelX) {
-		_modelX->invalidateDeviceObjects();
+	if (_xmodel) {
+		_xmodel->invalidateDeviceObjects();
 	}
 
 	if (_shadowModel) {
@@ -249,8 +249,8 @@ bool AdAttach3DX::invalidateDeviceObjects() {
 
 //////////////////////////////////////////////////////////////////////////
 bool AdAttach3DX::restoreDeviceObjects() {
-	if (_modelX) {
-		_modelX->restoreDeviceObjects();
+	if (_xmodel) {
+		_xmodel->restoreDeviceObjects();
 	}
 
 	if (_shadowModel) {
diff --git a/engines/wintermute/ad/ad_object_3d.cpp b/engines/wintermute/ad/ad_object_3d.cpp
index 5c1ce18ba0b..8ce38f779b5 100644
--- a/engines/wintermute/ad/ad_object_3d.cpp
+++ b/engines/wintermute/ad/ad_object_3d.cpp
@@ -590,7 +590,7 @@ ShadowVolume *AdObject3D::getShadowVolume() {
 
 //////////////////////////////////////////////////////////////////////////
 bool AdObject3D::getBonePosition2D(const char *boneName, int32 *x, int32 *y) {
-	if (!_modelX) {
+	if (!_xmodel) {
 		return false;
 	}
 
@@ -599,7 +599,7 @@ bool AdObject3D::getBonePosition2D(const char *boneName, int32 *x, int32 *y) {
 	if (!adGame->_scene || !adGame->_scene->_sceneGeometry)
 		return false;
 
-	Math::Matrix4 *boneMat = _modelX->getBoneMatrix(boneName);
+	Math::Matrix4 *boneMat = _xmodel->getBoneMatrix(boneName);
 
 	if (!boneMat) {
 		return false;
@@ -617,11 +617,11 @@ bool AdObject3D::getBonePosition2D(const char *boneName, int32 *x, int32 *y) {
 
 //////////////////////////////////////////////////////////////////////////
 bool AdObject3D::getBonePosition3D(const char *boneName, Math::Vector3d *pos, Math::Vector3d *offset) {
-	if (!_modelX) {
+	if (!_xmodel) {
 		return false;
 	}
 
-	Math::Matrix4 *boneMat = _modelX->getBoneMatrix(boneName);
+	Math::Matrix4 *boneMat = _xmodel->getBoneMatrix(boneName);
 	if (!boneMat) {
 		return false;
 	}
diff --git a/engines/wintermute/base/base_active_rect.cpp b/engines/wintermute/base/base_active_rect.cpp
index 8c73127e2c8..e6465bb9207 100644
--- a/engines/wintermute/base/base_active_rect.cpp
+++ b/engines/wintermute/base/base_active_rect.cpp
@@ -40,7 +40,7 @@ BaseActiveRect::BaseActiveRect(BaseGame *inGame) : BaseClass(inGame) {
 	_owner = nullptr;
 	_frame = nullptr;
 #ifdef ENABLE_WME3D
-	_modelX = nullptr;
+	_xmodel = nullptr;
 #endif
 	_region = nullptr;
 	_zoomX = 100;
@@ -59,7 +59,7 @@ BaseActiveRect::BaseActiveRect(BaseGame *inGame, BaseObject *owner, BaseSubFrame
 	_zoomY = zoomY;
 	_precise = precise;
 #ifdef ENABLE_WME3D
-	_modelX = nullptr;
+	_xmodel = nullptr;
 #endif
 	_region = nullptr;
 	_offsetX = _offsetY = 0;
@@ -68,9 +68,9 @@ BaseActiveRect::BaseActiveRect(BaseGame *inGame, BaseObject *owner, BaseSubFrame
 
 //////////////////////////////////////////////////////////////////////
 #ifdef ENABLE_WME3D
-BaseActiveRect::BaseActiveRect(BaseGame *inGame, BaseObject *owner, ModelX *model, int x, int y, int width, int height, bool precise) : BaseClass(inGame) {
+BaseActiveRect::BaseActiveRect(BaseGame *inGame, BaseObject *owner, XModel *model, int x, int y, int width, int height, bool precise) : BaseClass(inGame) {
 	_owner = owner;
-	_modelX = model;
+	_xmodel = model;
 	_rect.setRect(x, y, x + width, y + height);
 	_zoomX = 100;
 	_zoomY = 100;
@@ -93,7 +93,7 @@ BaseActiveRect::BaseActiveRect(BaseGame *inGame, BaseObject *owner, BaseRegion *
 	_precise = true;
 	_frame = nullptr;
 #ifdef ENABLE_WME3D
-	_modelX = nullptr;
+	_xmodel = nullptr;
 #endif
 	clipRect();
 	_offsetX = offsetX;
@@ -105,7 +105,7 @@ BaseActiveRect::~BaseActiveRect() {
 	_owner = nullptr;
 	_frame = nullptr;
 #ifdef ENABLE_WME3D
-	_modelX = nullptr;
+	_xmodel = nullptr;
 #endif
 	_region = nullptr;
 }
diff --git a/engines/wintermute/base/base_active_rect.h b/engines/wintermute/base/base_active_rect.h
index 50abb874de9..21474875e71 100644
--- a/engines/wintermute/base/base_active_rect.h
+++ b/engines/wintermute/base/base_active_rect.h
@@ -36,7 +36,7 @@ class BaseRegion;
 class BaseSubFrame;
 class BaseObject;
 #ifdef ENABLE_WME3D
-class ModelX;
+class XModel;
 #endif
 class BaseActiveRect: BaseClass {
 public:
@@ -46,7 +46,7 @@ public:
 	float _zoomY;
 	BaseSubFrame *_frame;
 #ifdef ENABLE_WME3D
-	ModelX *_modelX;
+	XModel *_xmodel;
 #endif
 	BaseObject *_owner;
 	BaseRegion *_region;
@@ -57,7 +57,7 @@ public:
 	BaseActiveRect(BaseGame *inGameOwner, BaseObject *owner, BaseSubFrame *frame, int x, int y, int width, int height, float zoomX = 100, float zoomY = 100, bool precise = true);
 	BaseActiveRect(BaseGame *inGame, BaseObject *owner, BaseRegion *region, int offsetX, int offsetY);
 #ifdef ENABLE_WME3D
-	BaseActiveRect(BaseGame *inGame, BaseObject *owner, ModelX *model, int x, int y, int width, int height, bool precise = true);
+	BaseActiveRect(BaseGame *inGame, BaseObject *owner, XModel *model, int x, int y, int width, int height, bool precise = true);
 #endif
 	~BaseActiveRect() override;
 
diff --git a/engines/wintermute/base/base_object.cpp b/engines/wintermute/base/base_object.cpp
index 0cbab94ffc8..b6f225d95e9 100644
--- a/engines/wintermute/base/base_object.cpp
+++ b/engines/wintermute/base/base_object.cpp
@@ -98,7 +98,7 @@ BaseObject::BaseObject(BaseGame *inGame) : BaseScriptHolder(inGame) {
 	_saveState = true;
 
 #ifdef ENABLE_WME3D
-	_modelX = nullptr;
+	_xmodel = nullptr;
 	_shadowModel = nullptr;
 	_posVector = Math::Vector3d(0.0f, 0.0f, 0.0f);
 	_angle = 0.0f;
@@ -154,8 +154,8 @@ bool BaseObject::cleanup() {
 	}
 
 #ifdef ENABLE_WME3D
-	delete _modelX;
-	_modelX = nullptr;
+	delete _xmodel;
+	_xmodel = nullptr;
 	delete _shadowModel;
 	_shadowModel = nullptr;
 
@@ -1109,7 +1109,7 @@ bool BaseObject::persist(BasePersistenceManager *persistMgr) {
 #ifdef ENABLE_WME3D
 	if (BaseEngine::instance().getFlags() & GF_3D) {
 		persistMgr->transferAngle(TMEMBER(_angle));
-		persistMgr->transferPtr(TMEMBER(_modelX));
+		persistMgr->transferPtr(TMEMBER(_xmodel));
 		persistMgr->transferPtr(TMEMBER(_shadowModel));
 		persistMgr->transferVector3d(TMEMBER(_posVector));
 		persistMgr->transferMatrix4(TMEMBER(_worldMatrix));
@@ -1400,8 +1400,8 @@ bool BaseObject::renderModel() {
 
 	_gameRef->_renderer3D->setWorldTransform(objectMat);
 
-	if (_modelX)
-		return _modelX->render();
+	if (_xmodel)
+		return _xmodel->render();
 	else
 		return false;
 }
diff --git a/engines/wintermute/base/base_object.h b/engines/wintermute/base/base_object.h
index 6c1160a60b3..97ac0c1c884 100644
--- a/engines/wintermute/base/base_object.h
+++ b/engines/wintermute/base/base_object.h
@@ -51,7 +51,7 @@ class ScStack;
 class ScScript;
 
 #ifdef ENABLE_WME3D
-class ModelX;
+class XModel;
 #endif
 
 class BaseObject : public BaseScriptHolder {
@@ -149,8 +149,8 @@ public:
 
 #ifdef ENABLE_WME3D
 	Math::Angle _angle;
-	ModelX *_modelX;
-	ModelX *_shadowModel;
+	XModel *_xmodel;
+	XModel *_shadowModel;
 	Math::Matrix4 _worldMatrix;
 	Math::Vector3d _posVector;
 	bool getMatrix(Math::Matrix4 *modelMatrix, Math::Vector3d *posVect = nullptr);
diff --git a/engines/wintermute/base/gfx/base_renderer.cpp b/engines/wintermute/base/gfx/base_renderer.cpp
index ea5fea033f4..882c7143dd6 100644
--- a/engines/wintermute/base/gfx/base_renderer.cpp
+++ b/engines/wintermute/base/gfx/base_renderer.cpp
@@ -213,8 +213,8 @@ BaseObject *BaseRenderer::getObjectAt(int x, int y) {
 				}
 
 #ifdef ENABLE_WME3D
-				if (_rectList[i]->_modelX) {
-					if (!_rectList[i]->_modelX->isTransparentAt(x, y)) {
+				if (_rectList[i]->_xmodel) {
+					if (!_rectList[i]->_xmodel->isTransparentAt(x, y)) {
 						return _rectList[i]->_owner;
 					}
 				}
diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
index 7ec2ef3052e..5e7c0067500 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
@@ -111,8 +111,8 @@ void BaseRenderOpenGL3DShader::setAmbientLight() {
 	value.z() = b / 255.0f;
 	value.w() = a / 255.0f;
 
-	_modelXShader->use();
-	_modelXShader->setUniform("ambientLight", value);
+	_xmodelShader->use();
+	_xmodelShader->setUniform("ambientLight", value);
 }
 
 int BaseRenderOpenGL3DShader::maximumLightsCount() {
@@ -120,15 +120,15 @@ int BaseRenderOpenGL3DShader::maximumLightsCount() {
 }
 
 void BaseRenderOpenGL3DShader::enableLight(int index) {
-	_modelXShader->use();
+	_xmodelShader->use();
 	Common::String uniform = Common::String::format("lights[%i].enabled", index);
-	_modelXShader->setUniform1f(uniform.c_str(), 1.0f);
+	_xmodelShader->setUniform1f(uniform.c_str(), 1.0f);
 }
 
 void BaseRenderOpenGL3DShader::disableLight(int index) {
-	_modelXShader->use();
+	_xmodelShader->use();
 	Common::String uniform = Common::String::format("lights[%i].enabled", index);
-	_modelXShader->setUniform1f(uniform.c_str(), -1.0f);
+	_xmodelShader->setUniform1f(uniform.c_str(), -1.0f);
 }
 
 void BaseRenderOpenGL3DShader::setLightParameters(int index, const Math::Vector3d &position,
@@ -150,16 +150,16 @@ void BaseRenderOpenGL3DShader::setLightParameters(int index, const Math::Vector3
 		direction4d.w() = -1.0f;
 	}
 
-	_modelXShader->use();
+	_xmodelShader->use();
 
 	Common::String uniform = Common::String::format("lights[%i]._position", index);
-	_modelXShader->setUniform(uniform.c_str(), position4d);
+	_xmodelShader->setUniform(uniform.c_str(), position4d);
 
 	uniform = Common::String::format("lights[%i]._direction", index);
-	_modelXShader->setUniform(uniform.c_str(), direction4d);
+	_xmodelShader->setUniform(uniform.c_str(), direction4d);
 
 	uniform = Common::String::format("lights[%i]._color", index);
-	_modelXShader->setUniform(uniform.c_str(), diffuse);
+	_xmodelShader->setUniform(uniform.c_str(), diffuse);
 }
 
 void BaseRenderOpenGL3DShader::enableCulling() {
@@ -191,8 +191,8 @@ bool BaseRenderOpenGL3DShader::enableShadows() {
 
 		Math::Matrix4 lightProjection = Math::makeFrustumMatrix(left + deltaX, right + deltaX, bottom + deltaY, top + deltaY, nearPlane, farPlane);
 
-		_flatShadowModelXShader->use();
-		_flatShadowModelXShader->setUniform("projMatrix", lightProjection);
+		_flatShadowXModelShader->use();
+		_flatShadowXModelShader->setUniform("projMatrix", lightProjection);
 
 		glGenTextures(1, &_flatShadowRenderTexture);
 		glBindTexture(GL_TEXTURE_2D, _flatShadowRenderTexture);
@@ -272,12 +272,12 @@ void BaseRenderOpenGL3DShader::displayShadow(BaseObject *object, const Math::Vec
 		translation.transpose();
 		lightViewMatrix = translation * lightViewMatrix;
 
-		_flatShadowModelXShader->use();
-		_flatShadowModelXShader->setUniform("viewMatrix", lightViewMatrix);
+		_flatShadowXModelShader->use();
+		_flatShadowXModelShader->setUniform("viewMatrix", lightViewMatrix);
 
 		Math::Matrix4 tmp = object->_worldMatrix;
 		tmp.transpose();
-		_flatShadowModelXShader->setUniform("modelMatrix", tmp);
+		_flatShadowXModelShader->setUniform("modelMatrix", tmp);
 
 		byte a = RGBCOLGetA(object->_shadowColor);
 		byte r = RGBCOLGetR(object->_shadowColor);
@@ -288,7 +288,7 @@ void BaseRenderOpenGL3DShader::displayShadow(BaseObject *object, const Math::Vec
 		_flatShadowColor.y() = g / 255.0f;
 		_flatShadowColor.z() = b / 255.0f;
 		_flatShadowColor.w() = a / 255.0f;
-		_flatShadowModelXShader->setUniform("shadowColor", _flatShadowColor);
+		_flatShadowXModelShader->setUniform("shadowColor", _flatShadowColor);
 
 		glBindFramebuffer(GL_FRAMEBUFFER, _flatShadowFrameBuffer);
 
@@ -299,7 +299,7 @@ void BaseRenderOpenGL3DShader::displayShadow(BaseObject *object, const Math::Vec
 		glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
 		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
-		object->_modelX->renderFlatShadowModel();
+		object->_xmodel->renderFlatShadowModel();
 
 		glBindFramebuffer(GL_FRAMEBUFFER, 0);
 
@@ -477,9 +477,9 @@ void BaseRenderOpenGL3DShader::setWorldTransform(const Math::Matrix4 &transform)
 	newInvertedTranspose.inverse();
 	newInvertedTranspose.transpose();
 
-	_modelXShader->use();
-	_modelXShader->setUniform("modelMatrix", tmp);
-	_modelXShader->setUniform("normalMatrix", newInvertedTranspose);
+	_xmodelShader->use();
+	_xmodelShader->setUniform("modelMatrix", tmp);
+	_xmodelShader->setUniform("normalMatrix", newInvertedTranspose);
 
 	_shadowVolumeShader->use();
 	_shadowVolumeShader->setUniform("modelMatrix", tmp);
@@ -519,8 +519,8 @@ bool BaseRenderOpenGL3DShader::initRenderer(int width, int height, bool windowed
 	_transformStack.push_back(Math::Matrix4());
 	_transformStack.back().setToIdentity();
 
-	static const char *modelXAttributes[] = {"position", "texcoord", "normal", nullptr};
-	_modelXShader = OpenGL::Shader::fromFiles("wme_modelx", modelXAttributes);
+	static const char *XModelAttributes[] = {"position", "texcoord", "normal", nullptr};
+	_xmodelShader = OpenGL::Shader::fromFiles("wme_XModel", XModelAttributes);
 
 	setDefaultAmbientLightColor();
 
@@ -567,8 +567,8 @@ bool BaseRenderOpenGL3DShader::initRenderer(int width, int height, bool windowed
 	_lineShader = OpenGL::Shader::fromFiles("wme_line", lineAttributes);
 	_lineShader->enableVertexAttribute("position", _lineVBO, 2, GL_FLOAT, false, 8, 0);
 
-	static const char *flatShadowModelXAttributes[] = { "position", nullptr };
-	_flatShadowModelXShader = OpenGL::Shader::fromFiles("wme_flat_shadow_modelx", flatShadowModelXAttributes);
+	static const char *flatShadowXModelAttributes[] = { "position", nullptr };
+	_flatShadowXModelShader = OpenGL::Shader::fromFiles("wme_flat_shadow_XModel", flatShadowXModelAttributes);
 
 	_active = true;
 	// setup a proper state
@@ -665,11 +665,11 @@ bool BaseRenderOpenGL3DShader::setup3D(Camera3D *camera, bool force) {
 		setProjection();
 	}
 
-	_modelXShader->use();
-	_modelXShader->setUniform("viewMatrix", _lastViewMatrix);
-	_modelXShader->setUniform("projMatrix", _projectionMatrix3d);
+	_xmodelShader->use();
+	_xmodelShader->setUniform("viewMatrix", _lastViewMatrix);
+	_xmodelShader->setUniform("projMatrix", _projectionMatrix3d);
 	// this is 8 / 255, since 8 is the value used by wme (as a DWORD)
-	_modelXShader->setUniform1f("alphaRef", 0.031f);
+	_xmodelShader->setUniform1f("alphaRef", 0.031f);
 
 	_geometryShader->use();
 	_geometryShader->setUniform("viewMatrix", _lastViewMatrix);
@@ -847,7 +847,7 @@ Mesh3DS *BaseRenderOpenGL3DShader::createMesh3DS() {
 }
 
 MeshX *BaseRenderOpenGL3DShader::createMeshX() {
-	return new MeshXOpenGLShader(_gameRef, _modelXShader, _flatShadowModelXShader);
+	return new MeshXOpenGLShader(_gameRef, _xmodelShader, _flatShadowXModelShader);
 }
 
 ShadowVolume *BaseRenderOpenGL3DShader::createShadowVolume() {
diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.h b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.h
index 7fbf4345047..420993cac8d 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.h
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.h
@@ -148,12 +148,12 @@ private:
 	GLuint _flatShadowDepthBuffer;
 	OpenGL::Shader *_spriteShader;
 	OpenGL::Shader *_fadeShader;
-	OpenGL::Shader *_modelXShader;
+	OpenGL::Shader *_xmodelShader;
 	OpenGL::Shader *_geometryShader;
 	OpenGL::Shader *_shadowVolumeShader;
 	OpenGL::Shader *_shadowMaskShader;
 	OpenGL::Shader *_lineShader;
-	OpenGL::Shader *_flatShadowModelXShader;
+	OpenGL::Shader *_flatShadowXModelShader;
 	OpenGL::Shader *_flatShadowMaskShader;
 };
 
diff --git a/engines/wintermute/base/gfx/opengl/meshx_opengl.cpp b/engines/wintermute/base/gfx/opengl/meshx_opengl.cpp
index 16dc7e8ece4..4aa86ab730f 100644
--- a/engines/wintermute/base/gfx/opengl/meshx_opengl.cpp
+++ b/engines/wintermute/base/gfx/opengl/meshx_opengl.cpp
@@ -45,7 +45,7 @@ MeshXOpenGL::~MeshXOpenGL() {
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool MeshXOpenGL::render(ModelX *model) {
+bool MeshXOpenGL::render(XModel *model) {
 	if (_vertexData == nullptr) {
 		return false;
 	}
diff --git a/engines/wintermute/base/gfx/opengl/meshx_opengl.h b/engines/wintermute/base/gfx/opengl/meshx_opengl.h
index 55aeb9d436a..a1256466dad 100644
--- a/engines/wintermute/base/gfx/opengl/meshx_opengl.h
+++ b/engines/wintermute/base/gfx/opengl/meshx_opengl.h
@@ -39,7 +39,7 @@ public:
 	MeshXOpenGL(BaseGame *inGame);
 	~MeshXOpenGL() override;
 
-	bool render(ModelX *model) override;
+	bool render(XModel *model) override;
 	bool renderFlatShadowModel() override;
 };
 
diff --git a/engines/wintermute/base/gfx/opengl/meshx_opengl_shader.cpp b/engines/wintermute/base/gfx/opengl/meshx_opengl_shader.cpp
index 616d0f227b9..c56447ab0ba 100644
--- a/engines/wintermute/base/gfx/opengl/meshx_opengl_shader.cpp
+++ b/engines/wintermute/base/gfx/opengl/meshx_opengl_shader.cpp
@@ -64,7 +64,7 @@ bool MeshXOpenGLShader::loadFromX(const Common::String &filename, XFileLexer &le
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool MeshXOpenGLShader::render(ModelX *model) {
+bool MeshXOpenGLShader::render(XModel *model) {
 	if (_vertexData == nullptr) {
 		return false;
 	}
diff --git a/engines/wintermute/base/gfx/opengl/meshx_opengl_shader.h b/engines/wintermute/base/gfx/opengl/meshx_opengl_shader.h
index ce616c312e9..63da42fd167 100644
--- a/engines/wintermute/base/gfx/opengl/meshx_opengl_shader.h
+++ b/engines/wintermute/base/gfx/opengl/meshx_opengl_shader.h
@@ -42,7 +42,7 @@ public:
 	~MeshXOpenGLShader() override;
 
 	bool loadFromX(const Common::String &filename, XFileLexer &lexer, Common::Array<MaterialReference> &materialReferences) override;
-	bool render(ModelX *model) override;
+	bool render(XModel *model) override;
 	bool renderFlatShadowModel() override;
 	bool update(FrameNode *parentFrame) override;
 
diff --git a/engines/wintermute/base/gfx/xactive_animation.cpp b/engines/wintermute/base/gfx/xactive_animation.cpp
index 19fc6f2372e..a2c984c13d4 100644
--- a/engines/wintermute/base/gfx/xactive_animation.cpp
+++ b/engines/wintermute/base/gfx/xactive_animation.cpp
@@ -33,7 +33,7 @@
 namespace Wintermute {
 
 //////////////////////////////////////////////////////////////////////////
-ActiveAnimation::ActiveAnimation(BaseGame *inGame, ModelX *model) : BaseClass(inGame) {
+ActiveAnimation::ActiveAnimation(BaseGame *inGame, XModel *model) : BaseClass(inGame) {
 	_model = model;
 
 	_animation = nullptr;
diff --git a/engines/wintermute/base/gfx/xactive_animation.h b/engines/wintermute/base/gfx/xactive_animation.h
index 0742fba1f64..58e3632fbe5 100644
--- a/engines/wintermute/base/gfx/xactive_animation.h
+++ b/engines/wintermute/base/gfx/xactive_animation.h
@@ -37,7 +37,7 @@ class BasePersistenceManager;
 
 class ActiveAnimation : public BaseClass {
 public:
-	ActiveAnimation(BaseGame *inGame, ModelX *model);
+	ActiveAnimation(BaseGame *inGame, XModel *model);
 	virtual ~ActiveAnimation();
 
 	bool start(AnimationSet *animation, bool looping = false);
@@ -61,7 +61,7 @@ public:
 	};
 
 private:
-	ModelX *_model;
+	XModel *_model;
 	int32 _currentFrame;
 	uint32 _startTime;
 	bool _looping;
diff --git a/engines/wintermute/base/gfx/xanimation_channel.cpp b/engines/wintermute/base/gfx/xanimation_channel.cpp
index 6da72f398f7..2d98ec5c1e6 100644
--- a/engines/wintermute/base/gfx/xanimation_channel.cpp
+++ b/engines/wintermute/base/gfx/xanimation_channel.cpp
@@ -32,7 +32,7 @@
 namespace Wintermute {
 
 //////////////////////////////////////////////////////////////////////////
-AnimationChannel::AnimationChannel(BaseGame *inGame, ModelX *model) : BaseClass(inGame) {
+AnimationChannel::AnimationChannel(BaseGame *inGame, XModel *model) : BaseClass(inGame) {
 	_anim[0] = _anim[1] = nullptr;
 
 	_transitioning = false;
diff --git a/engines/wintermute/base/gfx/xanimation_channel.h b/engines/wintermute/base/gfx/xanimation_channel.h
index b698f5bb983..fbf38b11e3b 100644
--- a/engines/wintermute/base/gfx/xanimation_channel.h
+++ b/engines/wintermute/base/gfx/xanimation_channel.h
@@ -36,7 +36,7 @@ namespace Wintermute {
 
 class AnimationChannel : public BaseClass {
 public:
-	AnimationChannel(BaseGame *inGame, ModelX *model);
+	AnimationChannel(BaseGame *inGame, XModel *model);
 	virtual ~AnimationChannel();
 
 	bool playAnim(AnimationSet *animSet, uint32 transitionTime = 0, uint32 stopTransitionTime = 0);
@@ -51,7 +51,7 @@ public:
 	bool unloadAnim(AnimationSet *animSet);
 
 private:
-	ModelX *_model;
+	XModel *_model;
 	ActiveAnimation *_anim[2];
 	bool _transitioning;
 	uint32 _transitionStart;
diff --git a/engines/wintermute/base/gfx/xanimation_set.cpp b/engines/wintermute/base/gfx/xanimation_set.cpp
index 19364d7bd64..02e24da98eb 100644
--- a/engines/wintermute/base/gfx/xanimation_set.cpp
+++ b/engines/wintermute/base/gfx/xanimation_set.cpp
@@ -34,7 +34,7 @@
 namespace Wintermute {
 
 //////////////////////////////////////////////////////////////////////////
-AnimationSet::AnimationSet(BaseGame *inGame, ModelX *model) : BaseNamedObject(inGame) {
+AnimationSet::AnimationSet(BaseGame *inGame, XModel *model) : BaseNamedObject(inGame) {
 	_frameTime = -1;
 	_totalTime = 0;
 	_looping = false;
diff --git a/engines/wintermute/base/gfx/xanimation_set.h b/engines/wintermute/base/gfx/xanimation_set.h
index d57f211341f..e611e5479d9 100644
--- a/engines/wintermute/base/gfx/xanimation_set.h
+++ b/engines/wintermute/base/gfx/xanimation_set.h
@@ -36,7 +36,7 @@
 
 namespace Wintermute {
 
-class ModelX;
+class XModel;
 class XFileLexer;
 
 class AnimationSet : public BaseNamedObject {
@@ -73,7 +73,7 @@ public:
 		}
 	};
 
-	AnimationSet(BaseGame *inGame, ModelX *model);
+	AnimationSet(BaseGame *inGame, XModel *model);
 	virtual ~AnimationSet();
 
 	bool loadFromX(XFileLexer &lexer, const Common::String &filename);
@@ -96,7 +96,7 @@ protected:
 
 	int _frameTime;
 	uint32 _totalTime;
-	ModelX *_model;
+	XModel *_model;
 };
 
 } // namespace Wintermute
diff --git a/engines/wintermute/base/gfx/xframe_node.cpp b/engines/wintermute/base/gfx/xframe_node.cpp
index 516ad0e792a..cec5391041b 100644
--- a/engines/wintermute/base/gfx/xframe_node.cpp
+++ b/engines/wintermute/base/gfx/xframe_node.cpp
@@ -97,7 +97,7 @@ void FrameNode::setTransformation(int slot, Math::Vector3d pos, Math::Vector3d s
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool FrameNode::loadFromX(const Common::String &filename, XFileLexer &lexer, ModelX *model, Common::Array<MaterialReference> &materialReferences) {
+bool FrameNode::loadFromX(const Common::String &filename, XFileLexer &lexer, XModel *model, Common::Array<MaterialReference> &materialReferences) {
 	_gameRef->miniUpdate();
 
 	bool ret = true;
@@ -165,7 +165,7 @@ bool FrameNode::loadFromX(const Common::String &filename, XFileLexer &lexer, Mod
 	return ret;
 }
 
-bool FrameNode::loadFromXAsRoot(const Common::String &filename, XFileLexer &lexer, ModelX *model, Common::Array<MaterialReference> &materialReferences) {
+bool FrameNode::loadFromXAsRoot(const Common::String &filename, XFileLexer &lexer, XModel *model, Common::Array<MaterialReference> &materialReferences) {
 	// technically, there is no root node in a .X file
 	// so we just start parsing it here
 	lexer.advanceToNextToken();
@@ -361,7 +361,7 @@ bool FrameNode::updateShadowVol(ShadowVolume *shadow, Math::Matrix4 &modelMat, c
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool FrameNode::render(ModelX *model) {
+bool FrameNode::render(XModel *model) {
 	bool res = true;
 
 	// render meshes
diff --git a/engines/wintermute/base/gfx/xframe_node.h b/engines/wintermute/base/gfx/xframe_node.h
index 80ea4f41168..47b314553fb 100644
--- a/engines/wintermute/base/gfx/xframe_node.h
+++ b/engines/wintermute/base/gfx/xframe_node.h
@@ -39,7 +39,7 @@
 
 namespace Wintermute {
 
-class ModelX;
+class XModel;
 class BaseSprite;
 class XFileLexer;
 
@@ -51,12 +51,12 @@ public:
 	bool updateMatrices(Math::Matrix4 &parentMat);
 	bool updateMeshes();
 	bool resetMatrices();
-	bool render(ModelX *model);
+	bool render(XModel *model);
 	bool renderFlatShadowModel();
 	bool updateShadowVol(ShadowVolume *shadow, Math::Matrix4 &modelMat, const Math::Vector3d &light, float extrusionDepth);
 
-	bool loadFromX(const Common::String &filename, XFileLexer &lexer, ModelX *model, Common::Array<MaterialReference> &materialReferences);
-	bool loadFromXAsRoot(const Common::String &filename, XFileLexer &lexer, ModelX *model, Common::Array<MaterialReference> &materialReferences);
+	bool loadFromX(const Common::String &filename, XFileLexer &lexer, XModel *model, Common::Array<MaterialReference> &materialReferences);
+	bool loadFromXAsRoot(const Common::String &filename, XFileLexer &lexer, XModel *model, Common::Array<MaterialReference> &materialReferences);
 	bool findBones(FrameNode *rootFrame);
 	FrameNode *findFrame(const char *frameName);
 	Math::Matrix4 *getCombinedMatrix();
diff --git a/engines/wintermute/base/gfx/xmesh.h b/engines/wintermute/base/gfx/xmesh.h
index b9ffc628de8..54e54bde13c 100644
--- a/engines/wintermute/base/gfx/xmesh.h
+++ b/engines/wintermute/base/gfx/xmesh.h
@@ -40,7 +40,7 @@ namespace Wintermute {
 class BaseSprite;
 class FrameNode;
 class Material;
-class ModelX;
+class XModel;
 class ShadowVolume;
 class VideoTheoraPlayer;
 class XFileLexer;
@@ -60,7 +60,7 @@ public:
 	virtual bool loadFromX(const Common::String &filename, XFileLexer &lexer, Common::Array<MaterialReference> &materialReferences);
 	bool findBones(FrameNode *rootFrame);
 	virtual bool update(FrameNode *parentFrame);
-	virtual bool render(ModelX *model) = 0;
+	virtual bool render(XModel *model) = 0;
 	virtual bool renderFlatShadowModel() = 0;
 	bool updateShadowVol(ShadowVolume *shadow, Math::Matrix4 &modelMat, const Math::Vector3d &light, float extrusionDepth);
 
diff --git a/engines/wintermute/base/gfx/xmodel.cpp b/engines/wintermute/base/gfx/xmodel.cpp
index c91e75ffff4..407d7068835 100644
--- a/engines/wintermute/base/gfx/xmodel.cpp
+++ b/engines/wintermute/base/gfx/xmodel.cpp
@@ -146,10 +146,10 @@ static XFileLexer createXFileLexer(byte *&buffer, uint32 fileSize) {
 	}
 }
 
-IMPLEMENT_PERSISTENT(ModelX, false)
+IMPLEMENT_PERSISTENT(XModel, false)
 
 //////////////////////////////////////////////////////////////////////////
-ModelX::ModelX(BaseGame *inGame, BaseObject *owner) : BaseObject(inGame) {
+XModel::XModel(BaseGame *inGame, BaseObject *owner) : BaseObject(inGame) {
 	_owner = owner;
 
 	_rootFrame = nullptr;
@@ -172,12 +172,12 @@ ModelX::ModelX(BaseGame *inGame, BaseObject *owner) : BaseObject(inGame) {
 }
 
 //////////////////////////////////////////////////////////////////////////
-ModelX::~ModelX() {
+XModel::~XModel() {
 	cleanup();
 }
 
 //////////////////////////////////////////////////////////////////////////
-void ModelX::cleanup(bool complete) {
+void XModel::cleanup(bool complete) {
 	// empty animation channels
 	for (int i = 0; i < X_NUM_ANIMATION_CHANNELS; i++) {
 		delete _channels[i];
@@ -218,7 +218,7 @@ void ModelX::cleanup(bool complete) {
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool ModelX::loadFromFile(const Common::String &filename, ModelX *parentModel) {
+bool XModel::loadFromFile(const Common::String &filename, XModel *parentModel) {
 	cleanup(false);
 
 	_parentModel = parentModel;
@@ -245,7 +245,7 @@ bool ModelX::loadFromFile(const Common::String &filename, ModelX *parentModel) {
 	return res;
 }
 
-bool ModelX::mergeFromFile(const Common::String &filename) {
+bool XModel::mergeFromFile(const Common::String &filename) {
 	if (!_rootFrame) {
 		return false;
 	}
@@ -280,7 +280,7 @@ bool ModelX::mergeFromFile(const Common::String &filename) {
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool ModelX::loadAnimationSet(XFileLexer &lexer, const Common::String &filename) {
+bool XModel::loadAnimationSet(XFileLexer &lexer, const Common::String &filename) {
 	bool res = true;
 
 	AnimationSet *animSet = new AnimationSet(_gameRef, this);
@@ -296,7 +296,7 @@ bool ModelX::loadAnimationSet(XFileLexer &lexer, const Common::String &filename)
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool ModelX::loadAnimation(const Common::String &filename, AnimationSet *parentAnimSet) {
+bool XModel::loadAnimation(const Common::String &filename, AnimationSet *parentAnimSet) {
 	// not sure if we need this here (not completely implemented anyways and also not called)
 	// are there animation objects in .X outside of an animation set?
 
@@ -322,7 +322,7 @@ bool ModelX::loadAnimation(const Common::String &filename, AnimationSet *parentA
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool ModelX::findBones(bool animOnly, ModelX *parentModel) {
+bool XModel::findBones(bool animOnly, XModel *parentModel) {
 	FrameNode *rootFrame;
 	if (parentModel == nullptr)
 		rootFrame = _rootFrame;
@@ -340,7 +340,7 @@ bool ModelX::findBones(bool animOnly, ModelX *parentModel) {
 	return true;
 }
 
-void ModelX::parseFrameDuringMerge(XFileLexer &lexer, const Common::String &filename) {
+void XModel::parseFrameDuringMerge(XFileLexer &lexer, const Common::String &filename) {
 	while (!lexer.eof()) {
 		if (lexer.tokenIsIdentifier("Frame")) {
 			lexer.advanceToNextToken();
@@ -357,7 +357,7 @@ void ModelX::parseFrameDuringMerge(XFileLexer &lexer, const Common::String &file
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool ModelX::update() {
+bool XModel::update() {
 	// reset all bones to default position
 	reset();
 
@@ -379,7 +379,7 @@ bool ModelX::update() {
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool ModelX::playAnim(int channel, const Common::String &name, uint32 transitionTime, bool forceReset, uint32 stopTransitionTime) {
+bool XModel::playAnim(int channel, const Common::String &name, uint32 transitionTime, bool forceReset, uint32 stopTransitionTime) {
 	if (channel < 0 || channel >= X_NUM_ANIMATION_CHANNELS) {
 		return false;
 	}
@@ -408,7 +408,7 @@ bool ModelX::playAnim(int channel, const Common::String &name, uint32 transition
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool ModelX::stopAnim(int channel, uint32 transitionTime) {
+bool XModel::stopAnim(int channel, uint32 transitionTime) {
 	if (channel < 0 || channel >= X_NUM_ANIMATION_CHANNELS) {
 		return false;
 	}
@@ -417,7 +417,7 @@ bool ModelX::stopAnim(int channel, uint32 transitionTime) {
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool ModelX::stopAnim(uint32 transitionTime) {
+bool XModel::stopAnim(uint32 transitionTime) {
 	const int NUM_SKEL_ANI_CHANNELS = 10;
 
 	for (int channel = 0; channel < NUM_SKEL_ANI_CHANNELS; channel++) {
@@ -428,7 +428,7 @@ bool ModelX::stopAnim(uint32 transitionTime) {
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool ModelX::reset() {
+bool XModel::reset() {
 	if (_rootFrame) {
 		_rootFrame->resetMatrices();
 	}
@@ -437,7 +437,7 @@ bool ModelX::reset() {
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool ModelX::isAnimPending(int channel, const char *animName) {
+bool XModel::isAnimPending(int channel, const char *animName) {
 	if (!animName) {
 		if (_channels[channel]->isPlaying()) {
 			return true;
@@ -451,7 +451,7 @@ bool ModelX::isAnimPending(int channel, const char *animName) {
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool ModelX::isAnimPending(char *animName) {
+bool XModel::isAnimPending(char *animName) {
 	for (int channel = 0; channel < X_NUM_ANIMATION_CHANNELS; channel++) {
 		if (isAnimPending(channel, animName)) {
 			return true;
@@ -461,7 +461,7 @@ bool ModelX::isAnimPending(char *animName) {
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool ModelX::updateShadowVol(ShadowVolume *shadow, Math::Matrix4 &modelMat, const Math::Vector3d &light, float extrusionDepth) {
+bool XModel::updateShadowVol(ShadowVolume *shadow, Math::Matrix4 &modelMat, const Math::Vector3d &light, float extrusionDepth) {
 	if (_rootFrame) {
 		return _rootFrame->updateShadowVol(shadow, modelMat, light, extrusionDepth);
 	} else {
@@ -470,7 +470,7 @@ bool ModelX::updateShadowVol(ShadowVolume *shadow, Math::Matrix4 &modelMat, cons
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool ModelX::render() {
+bool XModel::render() {
 	if (_rootFrame) {
 		// set culling
 		if(_owner && !_owner->_drawBackfaces) {
@@ -506,7 +506,7 @@ bool ModelX::render() {
 	}
 }
 
-bool ModelX::renderFlatShadowModel() {
+bool XModel::renderFlatShadowModel() {
 	if (_rootFrame) {
 		if(_owner && !_owner->_drawBackfaces) {
 			_gameRef->_renderer3D->enableCulling();
@@ -521,7 +521,7 @@ bool ModelX::renderFlatShadowModel() {
 }
 
 //////////////////////////////////////////////////////////////////////////
-Math::Matrix4 *ModelX::getBoneMatrix(const char *boneName) {
+Math::Matrix4 *XModel::getBoneMatrix(const char *boneName) {
 	FrameNode *bone = _rootFrame->findFrame(boneName);
 
 	if (bone) {
@@ -532,12 +532,12 @@ Math::Matrix4 *ModelX::getBoneMatrix(const char *boneName) {
 }
 
 //////////////////////////////////////////////////////////////////////////
-FrameNode *ModelX::getRootFrame() {
+FrameNode *XModel::getRootFrame() {
 	return _rootFrame;
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool ModelX::isTransparentAt(int x, int y) {
+bool XModel::isTransparentAt(int x, int y) {
 	if (!_rootFrame) {
 		return false;
 	}
@@ -556,7 +556,7 @@ bool ModelX::isTransparentAt(int x, int y) {
 }
 
 //////////////////////////////////////////////////////////////////////////
-void ModelX::updateBoundingRect() {
+void XModel::updateBoundingRect() {
 	_BBoxStart = Math::Vector3d(0, 0, 0);
 	_BBoxStart = Math::Vector3d(0, 0, 0);
 
@@ -607,7 +607,7 @@ void ModelX::updateBoundingRect() {
 }
 
 //////////////////////////////////////////////////////////////////////////
-void ModelX::updateRect(Rect32 *rc, int32 x, int32 y) {
+void XModel::updateRect(Rect32 *rc, int32 x, int32 y) {
 	rc->left   = MIN(rc->left, x);
 	rc->right  = MAX(rc->right, x);
 	rc->top    = MIN(rc->top, y);
@@ -615,7 +615,7 @@ void ModelX::updateRect(Rect32 *rc, int32 x, int32 y) {
 }
 
 //////////////////////////////////////////////////////////////////////////
-AnimationSet *ModelX::getAnimationSetByName(const Common::String &name) {
+AnimationSet *XModel::getAnimationSetByName(const Common::String &name) {
 	for (uint32 i = 0; i < _animationSets.size(); i++) {
 		if (name.equalsIgnoreCase(_animationSets[i]->_name)) {
 			return _animationSets[i];
@@ -632,7 +632,7 @@ TOKEN_DEF_START
 	TOKEN_DEF(FRAME)
 TOKEN_DEF_END
 //////////////////////////////////////////////////////////////////////////
-bool ModelX::parseAnim(byte *buffer) {
+bool XModel::parseAnim(byte *buffer) {
 	TOKEN_TABLE_START(commands)
 		TOKEN_TABLE(NAME)
 		TOKEN_TABLE(LOOPING)
@@ -696,7 +696,7 @@ bool ModelX::parseAnim(byte *buffer) {
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool ModelX::parseEvent(AnimationSet *anim, byte *buffer) {
+bool XModel::parseEvent(AnimationSet *anim, byte *buffer) {
 	TOKEN_TABLE_START(commands)
 	TOKEN_TABLE(NAME)
 	TOKEN_TABLE(FRAME)
@@ -738,7 +738,7 @@ bool ModelX::parseEvent(AnimationSet *anim, byte *buffer) {
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool ModelX::setMaterialSprite(const char *materialName, const char *spriteFilename) {
+bool XModel::setMaterialSprite(const char *materialName, const char *spriteFilename) {
 	if (!materialName || !spriteFilename) {
 		return false;
 	}
@@ -753,7 +753,7 @@ bool ModelX::setMaterialSprite(const char *materialName, const char *spriteFilen
 		return false;
 	}
 
-	ModelXMatSprite *matSprite = nullptr;
+	XModelMatSprite *matSprite = nullptr;
 	for (uint32 i = 0; i < _matSprites.size(); i++) {
 		if (scumm_stricmp(_matSprites[i]->_matName, materialName) == 0) {
 			matSprite = _matSprites[i];
@@ -763,7 +763,7 @@ bool ModelX::setMaterialSprite(const char *materialName, const char *spriteFilen
 	if (matSprite) {
 		matSprite->setSprite(sprite);
 	} else {
-		matSprite = new ModelXMatSprite(materialName, sprite);
+		matSprite = new XModelMatSprite(materialName, sprite);
 		_matSprites.add(matSprite);
 	}
 
@@ -773,7 +773,7 @@ bool ModelX::setMaterialSprite(const char *materialName, const char *spriteFilen
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool ModelX::setMaterialTheora(const char *materialName, const char *theoraFilename) {
+bool XModel::setMaterialTheora(const char *materialName, const char *theoraFilename) {
 	if (!materialName || !theoraFilename) {
 		return false;
 	}
@@ -791,7 +791,7 @@ bool ModelX::setMaterialTheora(const char *materialName, const char *theoraFilen
 
 	theora->play(VID_PLAY_POS, 0, 0, false, false, true);
 
-	ModelXMatSprite *matSprite = nullptr;
+	XModelMatSprite *matSprite = nullptr;
 	for (uint32 i = 0; i < _matSprites.size(); i++) {
 		if (scumm_stricmp(_matSprites[i]->_matName, materialName) == 0) {
 			matSprite = _matSprites[i];
@@ -802,7 +802,7 @@ bool ModelX::setMaterialTheora(const char *materialName, const char *theoraFilen
 	if (matSprite) {
 		matSprite->setTheora(theora);
 	} else {
-		matSprite = new ModelXMatSprite(materialName, theora);
+		matSprite = new XModelMatSprite(materialName, theora);
 		_matSprites.add(matSprite);
 	}
 	_rootFrame->setMaterialTheora(matSprite->_matName, matSprite->_theora);
@@ -811,7 +811,7 @@ bool ModelX::setMaterialTheora(const char *materialName, const char *theoraFilen
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool ModelX::initializeSimple() {
+bool XModel::initializeSimple() {
 	if (!_rootFrame) {
 		return false;
 	}
@@ -834,7 +834,7 @@ bool ModelX::initializeSimple() {
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool ModelX::persist(BasePersistenceManager *persistMgr) {
+bool XModel::persist(BasePersistenceManager *persistMgr) {
 	BaseObject::persist(persistMgr);
 
 	persistMgr->transferVector3d(TMEMBER(_BBoxStart));
@@ -924,7 +924,7 @@ bool ModelX::persist(BasePersistenceManager *persistMgr) {
 		if (persistMgr->getIsSaving()) {
 			_matSprites[i]->persist(persistMgr);
 		} else {
-			ModelXMatSprite *MatSprite = new ModelXMatSprite();
+			XModelMatSprite *MatSprite = new XModelMatSprite();
 			MatSprite->persist(persistMgr);
 			_matSprites.add(MatSprite);
 		}
@@ -937,7 +937,7 @@ bool ModelX::persist(BasePersistenceManager *persistMgr) {
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool ModelX::invalidateDeviceObjects() {
+bool XModel::invalidateDeviceObjects() {
 	if (_rootFrame) {
 		return _rootFrame->invalidateDeviceObjects();
 	} else {
@@ -946,7 +946,7 @@ bool ModelX::invalidateDeviceObjects() {
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool ModelX::restoreDeviceObjects() {
+bool XModel::restoreDeviceObjects() {
 	if (_rootFrame) {
 		return _rootFrame->restoreDeviceObjects();
 	} else {
@@ -955,7 +955,7 @@ bool ModelX::restoreDeviceObjects() {
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool ModelX::unloadAnimation(const char *animName) {
+bool XModel::unloadAnimation(const char *animName) {
 	bool found = false;
 	for (uint32 i = 0; i < _animationSets.size(); i++) {
 		if (scumm_stricmp(animName, _animationSets[i]->_name) == 0) {
diff --git a/engines/wintermute/base/gfx/xmodel.h b/engines/wintermute/base/gfx/xmodel.h
index 0f03aed4c27..368426a49eb 100644
--- a/engines/wintermute/base/gfx/xmodel.h
+++ b/engines/wintermute/base/gfx/xmodel.h
@@ -54,26 +54,26 @@ struct MaterialReference {
 
 #define X_NUM_ANIMATION_CHANNELS 10
 
-class ModelX : public BaseObject {
+class XModel : public BaseObject {
 private:
 	// the D3DX effect stuff is missing here
 	// at the moment I am not aware of whether this is used
 	// in Alpha Polaris or any other WME game
 	// if it is, then this would mean a decent amount of work
 	// since we would need to parse and emulate D3DX effects in OpenGL
-	class ModelXMatSprite {
+	class XModelMatSprite {
 	public:
 		char *_matName;
 		BaseSprite *_sprite;
 		VideoTheoraPlayer *_theora;
 
-		ModelXMatSprite() {
+		XModelMatSprite() {
 			_matName = nullptr;
 			_sprite = nullptr;
 			_theora = nullptr;
 		}
 
-		ModelXMatSprite(const char *matName, BaseSprite *sprite) {
+		XModelMatSprite(const char *matName, BaseSprite *sprite) {
 			_theora = nullptr;
 			_matName = nullptr;
 			uint32 size = strlen(matName);
@@ -83,7 +83,7 @@ private:
 			_sprite = sprite;
 		}
 
-		ModelXMatSprite(const char *matName, VideoTheoraPlayer *theora) {
+		XModelMatSprite(const char *matName, VideoTheoraPlayer *theora) {
 			_sprite = nullptr;
 			_matName = nullptr;
 			uint32 size = strlen(matName);
@@ -93,7 +93,7 @@ private:
 			_theora = theora;
 		}
 
-		~ModelXMatSprite() {
+		~XModelMatSprite() {
 			delete[] _matName;
 			delete _sprite;
 			delete _theora;
@@ -134,14 +134,14 @@ public:
 	// so should be fine for our purposes
 	const static int kDefaultTicksPerSecond = 4800;
 
-	DECLARE_PERSISTENT(ModelX, BaseObject)
+	DECLARE_PERSISTENT(XModel, BaseObject)
 
-	ModelX(BaseGame *inGame, BaseObject *owner);
-	virtual ~ModelX();
+	XModel(BaseGame *inGame, BaseObject *owner);
+	virtual ~XModel();
 
-	ModelX *_parentModel;
+	XModel *_parentModel;
 
-	bool loadFromFile(const Common::String &filename, ModelX *parentModel = nullptr);
+	bool loadFromFile(const Common::String &filename, XModel *parentModel = nullptr);
 	bool mergeFromFile(const Common::String &filename);
 
 	bool update() override;
@@ -189,7 +189,7 @@ public:
 
 private:
 	void cleanup(bool complete = true);
-	bool findBones(bool animOnly = false, ModelX *parentModel = nullptr);
+	bool findBones(bool animOnly = false, XModel *parentModel = nullptr);
 
 	void parseFrameDuringMerge(XFileLexer &lexer, const Common::String &filename);
 
@@ -212,7 +212,7 @@ protected:
 
 	FrameNode *_rootFrame;
 
-	BaseArray<ModelXMatSprite *> _matSprites;
+	BaseArray<XModelMatSprite *> _matSprites;
 };
 
 } // namespace Wintermute
diff --git a/engines/wintermute/base/saveload.cpp b/engines/wintermute/base/saveload.cpp
index 34f0d9f31e9..e88dc9a0507 100644
--- a/engines/wintermute/base/saveload.cpp
+++ b/engines/wintermute/base/saveload.cpp
@@ -124,7 +124,7 @@ bool SaveLoad::initAfterLoad() {
 	SystemClassRegistry::getInstance()->enumInstances(afterLoadSound,    "BaseSound",    nullptr);
 	SystemClassRegistry::getInstance()->enumInstances(afterLoadFont,     "BaseFontTT",   nullptr);
 #ifdef ENABLE_WME3D
-	SystemClassRegistry::getInstance()->enumInstances(afterLoadModelX,   "ModelX",       nullptr);
+	SystemClassRegistry::getInstance()->enumInstances(afterLoadXModel,   "XModel",       nullptr);
 #endif
 	SystemClassRegistry::getInstance()->enumInstances(afterLoadScript,   "ScScript",  nullptr);
 	// AdGame:
@@ -161,8 +161,8 @@ void SaveLoad::afterLoadFont(void *font, void *data) {
 
 #ifdef ENABLE_WME3D
 //////////////////////////////////////////////////////////////////////////
-void SaveLoad::afterLoadModelX(void *model, void *data) {
-	((ModelX *)model)->initializeSimple();
+void SaveLoad::afterLoadXModel(void *model, void *data) {
+	((XModel *)model)->initializeSimple();
 }
 #endif
 
diff --git a/engines/wintermute/base/saveload.h b/engines/wintermute/base/saveload.h
index 6dca1978b09..228ebffa0bc 100644
--- a/engines/wintermute/base/saveload.h
+++ b/engines/wintermute/base/saveload.h
@@ -50,7 +50,7 @@ private:
 	static void afterLoadSound(void *sound, void *data);
 	static void afterLoadFont(void *font, void *data);
 #ifdef ENABLE_WME3D
-	static void afterLoadModelX(void *model, void *data);
+	static void afterLoadXModel(void *model, void *data);
 #endif
 	static void afterLoadScript(void *script, void *data);
 };
diff --git a/engines/wintermute/persistent.cpp b/engines/wintermute/persistent.cpp
index 5b4b5d54944..295f8d0b336 100644
--- a/engines/wintermute/persistent.cpp
+++ b/engines/wintermute/persistent.cpp
@@ -193,7 +193,7 @@ void SystemClassRegistry::register3DClasses() {
 	REGISTER_CLASS(AdPath3D, false)
 	REGISTER_CLASS(AdPathPoint3D, false)
 	REGISTER_CLASS(AdSceneGeometry, false)
-	REGISTER_CLASS(ModelX, false)
+	REGISTER_CLASS(XModel, false)
 }
 #endif
 




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