[Scummvm-git-logs] scummvm master -> 038b0310935a6ee7d154c9333ee99ea03d469f0d

aquadran noreply at scummvm.org
Thu Sep 1 17:08:13 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:
038b031093 WINTERMUTE: MeshX -> XMesh


Commit: 038b0310935a6ee7d154c9333ee99ea03d469f0d
    https://github.com/scummvm/scummvm/commit/038b0310935a6ee7d154c9333ee99ea03d469f0d
Author: Paweł Kołodziejski (aquadran at gmail.com)
Date: 2022-09-01T19:08:07+02:00

Commit Message:
WINTERMUTE: MeshX -> XMesh

Changed paths:
    engines/wintermute/base/gfx/base_renderer3d.h
    engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
    engines/wintermute/base/gfx/opengl/base_render_opengl3d.h
    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/xframe_node.cpp
    engines/wintermute/base/gfx/xframe_node.h
    engines/wintermute/base/gfx/xmesh.cpp
    engines/wintermute/base/gfx/xmesh.h


diff --git a/engines/wintermute/base/gfx/base_renderer3d.h b/engines/wintermute/base/gfx/base_renderer3d.h
index c3defd93ff1..f4488e44f81 100644
--- a/engines/wintermute/base/gfx/base_renderer3d.h
+++ b/engines/wintermute/base/gfx/base_renderer3d.h
@@ -48,7 +48,7 @@ class AdWalkplane;
 class BaseSurfaceOpenGL3D;
 class Light3D;
 class Mesh3DS;
-class MeshX;
+class XMesh;
 class ShadowVolume;
 
 class BaseRenderer3D : public BaseRenderer {
@@ -97,7 +97,7 @@ public:
 	}
 
 	virtual Mesh3DS *createMesh3DS() = 0;
-	virtual MeshX *createMeshX() = 0;
+	virtual XMesh *createXMesh() = 0;
 	virtual ShadowVolume *createShadowVolume() = 0;
 
 	bool drawSprite(BaseSurfaceOpenGL3D &tex, const Rect32 &rect, float zoomX, float zoomY, const Vector2 &pos,
diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
index 798aa3be354..14b065b3529 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
@@ -812,8 +812,8 @@ Mesh3DS *BaseRenderOpenGL3D::createMesh3DS() {
 	return new Mesh3DSOpenGL();
 }
 
-MeshX *BaseRenderOpenGL3D::createMeshX() {
-	return new MeshXOpenGL(_gameRef);
+XMesh *BaseRenderOpenGL3D::createXMesh() {
+	return new XMeshOpenGL(_gameRef);
 }
 
 ShadowVolume *BaseRenderOpenGL3D::createShadowVolume() {
diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.h b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.h
index 4a98f5eaabf..7dfbda6e728 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.h
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.h
@@ -132,7 +132,7 @@ public:
 	void renderShadowGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks, const BaseArray<AdGeneric *> &generics, Camera3D *camera) override;
 
 	Mesh3DS *createMesh3DS() override;
-	MeshX *createMeshX() override;
+	XMesh *createXMesh() override;
 	ShadowVolume *createShadowVolume() override;
 
 private:
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 19fc96f7a21..3f572814160 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
@@ -846,8 +846,8 @@ Mesh3DS *BaseRenderOpenGL3DShader::createMesh3DS() {
 	return new Mesh3DSOpenGLShader(_geometryShader);
 }
 
-MeshX *BaseRenderOpenGL3DShader::createMeshX() {
-	return new MeshXOpenGLShader(_gameRef, _xmodelShader, _flatShadowXModelShader);
+XMesh *BaseRenderOpenGL3DShader::createXMesh() {
+	return new XMeshOpenGLShader(_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 420993cac8d..fb86481ef0e 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.h
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.h
@@ -121,7 +121,7 @@ public:
 	void renderShadowGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks, const BaseArray<AdGeneric *> &generics, Camera3D *camera) override;
 
 	Mesh3DS *createMesh3DS() override;
-	MeshX *createMeshX() override;
+	XMesh *createXMesh() override;
 	ShadowVolume *createShadowVolume() override;
 
 private:
diff --git a/engines/wintermute/base/gfx/opengl/meshx_opengl.cpp b/engines/wintermute/base/gfx/opengl/meshx_opengl.cpp
index 4aa86ab730f..f9f451a2925 100644
--- a/engines/wintermute/base/gfx/opengl/meshx_opengl.cpp
+++ b/engines/wintermute/base/gfx/opengl/meshx_opengl.cpp
@@ -37,15 +37,15 @@
 namespace Wintermute {
 
 //////////////////////////////////////////////////////////////////////////
-MeshXOpenGL::MeshXOpenGL(BaseGame *inGame) : MeshX(inGame) {
+XMeshOpenGL::XMeshOpenGL(BaseGame *inGame) : XMesh(inGame) {
 }
 
 //////////////////////////////////////////////////////////////////////////
-MeshXOpenGL::~MeshXOpenGL() {
+XMeshOpenGL::~XMeshOpenGL() {
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool MeshXOpenGL::render(XModel *model) {
+bool XMeshOpenGL::render(XModel *model) {
 	if (_vertexData == nullptr) {
 		return false;
 	}
@@ -91,7 +91,7 @@ bool MeshXOpenGL::render(XModel *model) {
 	return true;
 }
 
-bool MeshXOpenGL::renderFlatShadowModel() {
+bool XMeshOpenGL::renderFlatShadowModel() {
 	return true;
 }
 
diff --git a/engines/wintermute/base/gfx/opengl/meshx_opengl.h b/engines/wintermute/base/gfx/opengl/meshx_opengl.h
index a1256466dad..a9770ada750 100644
--- a/engines/wintermute/base/gfx/opengl/meshx_opengl.h
+++ b/engines/wintermute/base/gfx/opengl/meshx_opengl.h
@@ -34,10 +34,10 @@
 
 namespace Wintermute {
 
-class MeshXOpenGL : public MeshX {
+class XMeshOpenGL : public XMesh {
 public:
-	MeshXOpenGL(BaseGame *inGame);
-	~MeshXOpenGL() override;
+	XMeshOpenGL(BaseGame *inGame);
+	~XMeshOpenGL() 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 c56447ab0ba..2ba1e5a52e7 100644
--- a/engines/wintermute/base/gfx/opengl/meshx_opengl_shader.cpp
+++ b/engines/wintermute/base/gfx/opengl/meshx_opengl_shader.cpp
@@ -37,20 +37,20 @@
 namespace Wintermute {
 
 //////////////////////////////////////////////////////////////////////////
-MeshXOpenGLShader::MeshXOpenGLShader(BaseGame *inGame, OpenGL::Shader *shader, OpenGL::Shader *flatShadowShader) :
-	MeshX(inGame), _shader(shader), _flatShadowShader(flatShadowShader) {
+XMeshOpenGLShader::XMeshOpenGLShader(BaseGame *inGame, OpenGL::Shader *shader, OpenGL::Shader *flatShadowShader) :
+	XMesh(inGame), _shader(shader), _flatShadowShader(flatShadowShader) {
 	glGenBuffers(1, &_vertexBuffer);
 	glGenBuffers(1, &_indexBuffer);
 }
 
 //////////////////////////////////////////////////////////////////////////
-MeshXOpenGLShader::~MeshXOpenGLShader() {
+XMeshOpenGLShader::~XMeshOpenGLShader() {
 	glDeleteBuffers(1, &_vertexBuffer);
 	glDeleteBuffers(1, &_indexBuffer);
 }
 
-bool MeshXOpenGLShader::loadFromX(const Common::String &filename, XFileLexer &lexer, Common::Array<MaterialReference> &materialReferences) {
-	if (MeshX::loadFromX(filename, lexer, materialReferences)) {
+bool XMeshOpenGLShader::loadFromX(const Common::String &filename, XFileLexer &lexer, Common::Array<MaterialReference> &materialReferences) {
+	if (XMesh::loadFromX(filename, lexer, materialReferences)) {
 		glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
 		glBufferData(GL_ARRAY_BUFFER, 4 * kVertexComponentCount * _vertexCount, _vertexData, GL_DYNAMIC_DRAW);
 
@@ -64,7 +64,7 @@ bool MeshXOpenGLShader::loadFromX(const Common::String &filename, XFileLexer &le
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool MeshXOpenGLShader::render(XModel *model) {
+bool XMeshOpenGLShader::render(XModel *model) {
 	if (_vertexData == nullptr) {
 		return false;
 	}
@@ -106,7 +106,7 @@ bool MeshXOpenGLShader::render(XModel *model) {
 	return true;
 }
 
-bool MeshXOpenGLShader::renderFlatShadowModel() {
+bool XMeshOpenGLShader::renderFlatShadowModel() {
 	if (_vertexData == nullptr) {
 		return false;
 	}
@@ -124,8 +124,8 @@ bool MeshXOpenGLShader::renderFlatShadowModel() {
 	return true;
 }
 
-bool MeshXOpenGLShader::update(FrameNode *parentFrame) {
-	MeshX::update(parentFrame);
+bool XMeshOpenGLShader::update(FrameNode *parentFrame) {
+	XMesh::update(parentFrame);
 
 	glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
 	glBufferSubData(GL_ARRAY_BUFFER, 0, 4 * kVertexComponentCount * _vertexCount, _vertexData);
diff --git a/engines/wintermute/base/gfx/opengl/meshx_opengl_shader.h b/engines/wintermute/base/gfx/opengl/meshx_opengl_shader.h
index 63da42fd167..c7e5b6c98c0 100644
--- a/engines/wintermute/base/gfx/opengl/meshx_opengl_shader.h
+++ b/engines/wintermute/base/gfx/opengl/meshx_opengl_shader.h
@@ -36,10 +36,10 @@
 
 namespace Wintermute {
 
-class MeshXOpenGLShader : public MeshX {
+class XMeshOpenGLShader : public XMesh {
 public:
-	MeshXOpenGLShader(BaseGame *inGame, OpenGL::Shader *shader, OpenGL::Shader *flatShadowShader);
-	~MeshXOpenGLShader() override;
+	XMeshOpenGLShader(BaseGame *inGame, OpenGL::Shader *shader, OpenGL::Shader *flatShadowShader);
+	~XMeshOpenGLShader() override;
 
 	bool loadFromX(const Common::String &filename, XFileLexer &lexer, Common::Array<MaterialReference> &materialReferences) override;
 	bool render(XModel *model) override;
diff --git a/engines/wintermute/base/gfx/xframe_node.cpp b/engines/wintermute/base/gfx/xframe_node.cpp
index cec5391041b..b6aeff3dcba 100644
--- a/engines/wintermute/base/gfx/xframe_node.cpp
+++ b/engines/wintermute/base/gfx/xframe_node.cpp
@@ -117,7 +117,7 @@ bool FrameNode::loadFromX(const Common::String &filename, XFileLexer &lexer, XMo
 			}
 		} else if (lexer.tokenIsIdentifier("Mesh")) {
 			lexer.advanceToNextToken();
-			MeshX *mesh = _gameRef->_renderer3D->createMeshX();
+			XMesh *mesh = _gameRef->_renderer3D->createXMesh();
 
 			if (mesh->loadFromX(filename, lexer, materialReferences)) {
 				_meshes.add(mesh);
@@ -181,7 +181,7 @@ bool FrameNode::loadFromXAsRoot(const Common::String &filename, XFileLexer &lexe
 			}
 		} else if (lexer.tokenIsIdentifier("Mesh")) {
 			lexer.advanceToNextToken();
-			MeshX *mesh = _gameRef->_renderer3D->createMeshX();
+			XMesh *mesh = _gameRef->_renderer3D->createXMesh();
 
 			if (mesh->loadFromX(filename, lexer, materialReferences)) {
 				_meshes.add(mesh);
diff --git a/engines/wintermute/base/gfx/xframe_node.h b/engines/wintermute/base/gfx/xframe_node.h
index 47b314553fb..7a728180f86 100644
--- a/engines/wintermute/base/gfx/xframe_node.h
+++ b/engines/wintermute/base/gfx/xframe_node.h
@@ -77,7 +77,7 @@ public:
 
 protected:
 	BaseArray<FrameNode *> _frames;
-	BaseArray<MeshX *> _meshes;
+	BaseArray<XMesh *> _meshes;
 
 	Math::Matrix4 _transformationMatrix;
 	Math::Matrix4 _originalMatrix;
diff --git a/engines/wintermute/base/gfx/xmesh.cpp b/engines/wintermute/base/gfx/xmesh.cpp
index 42d875fd18b..4a5574e0a60 100644
--- a/engines/wintermute/base/gfx/xmesh.cpp
+++ b/engines/wintermute/base/gfx/xmesh.cpp
@@ -36,9 +36,9 @@
 namespace Wintermute {
 
 // define constant to make it available to the linker
-const uint32 MeshX::kNullIndex;
+const uint32 XMesh::kNullIndex;
 
-MeshX::MeshX(Wintermute::BaseGame *inGame) : BaseNamedObject(inGame) {
+XMesh::XMesh(Wintermute::BaseGame *inGame) : BaseNamedObject(inGame) {
 	_numAttrs = 0;
 	_skinnedMesh = false;
 
@@ -51,7 +51,7 @@ MeshX::MeshX(Wintermute::BaseGame *inGame) : BaseNamedObject(inGame) {
 	_vertexCount = 0;
 }
 
-MeshX::~MeshX() {
+XMesh::~XMesh() {
 	delete[] _vertexData;
 	delete[] _vertexPositionData;
 	delete[] _vertexNormalData;
@@ -60,7 +60,7 @@ MeshX::~MeshX() {
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool MeshX::loadFromX(const Common::String &filename, XFileLexer &lexer, Common::Array<MaterialReference> &materialReferences) {
+bool XMesh::loadFromX(const Common::String &filename, XFileLexer &lexer, Common::Array<MaterialReference> &materialReferences) {
 	lexer.advanceToNextToken(); // skip the name
 	lexer.advanceOnOpenBraces();
 	_vertexCount = lexer.readInt();
@@ -140,7 +140,7 @@ bool MeshX::loadFromX(const Common::String &filename, XFileLexer &lexer, Common:
 			lexer.advanceToNextToken(); // skip closed braces
 			break;
 		} else {
-			warning("MeshX::loadFromX unknown token %i encountered", lexer.getTypeOfToken());
+			warning("XMesh::loadFromX unknown token %i encountered", lexer.getTypeOfToken());
 			lexer.advanceToNextToken();
 		}
 	}
@@ -151,7 +151,7 @@ bool MeshX::loadFromX(const Common::String &filename, XFileLexer &lexer, Common:
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool MeshX::generateAdjacency() {
+bool XMesh::generateAdjacency() {
 	_adjacency = Common::Array<uint32>(_indexData.size(), kNullIndex);
 
 	for (uint32 i = 0; i < _indexData.size() / 3; ++i) {
@@ -178,7 +178,7 @@ bool MeshX::generateAdjacency() {
 	return true;
 }
 
-bool MeshX::adjacentEdge(uint16 index1, uint16 index2, uint16 index3, uint16 index4) {
+bool XMesh::adjacentEdge(uint16 index1, uint16 index2, uint16 index3, uint16 index4) {
 	Math::Vector3d vertex1(_vertexPositionData + 3 * index1);
 	Math::Vector3d vertex2(_vertexPositionData + 3 * index2);
 	Math::Vector3d vertex3(_vertexPositionData + 3 * index3);
@@ -196,7 +196,7 @@ bool MeshX::adjacentEdge(uint16 index1, uint16 index2, uint16 index3, uint16 ind
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool MeshX::findBones(FrameNode *rootFrame) {
+bool XMesh::findBones(FrameNode *rootFrame) {
 	// normal meshes don't have bones
 	if (!_skinnedMesh) {
 		return true;
@@ -210,7 +210,7 @@ bool MeshX::findBones(FrameNode *rootFrame) {
 		if (frame) {
 			_boneMatrices[i] = frame->getCombinedMatrix();
 		} else {
-			warning("MeshXOpenGL::findBones could not find bone %s", skinWeightsList[i]._boneName.c_str());
+			warning("XMeshOpenGL::findBones could not find bone %s", skinWeightsList[i]._boneName.c_str());
 		}
 	}
 
@@ -218,7 +218,7 @@ bool MeshX::findBones(FrameNode *rootFrame) {
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool MeshX::update(FrameNode *parentFrame) {
+bool XMesh::update(FrameNode *parentFrame) {
 	if (_vertexData == nullptr) {
 		return false;
 	}
@@ -304,7 +304,7 @@ bool MeshX::update(FrameNode *parentFrame) {
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool MeshX::updateShadowVol(ShadowVolume *shadow, Math::Matrix4 &modelMat, const Math::Vector3d &light, float extrusionDepth) {
+bool XMesh::updateShadowVol(ShadowVolume *shadow, Math::Matrix4 &modelMat, const Math::Vector3d &light, float extrusionDepth) {
 	if (_vertexData == nullptr) {
 		return false;
 	}
@@ -392,7 +392,7 @@ bool MeshX::updateShadowVol(ShadowVolume *shadow, Math::Matrix4 &modelMat, const
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool MeshX::pickPoly(Math::Vector3d *pickRayOrig, Math::Vector3d *pickRayDir) {
+bool XMesh::pickPoly(Math::Vector3d *pickRayOrig, Math::Vector3d *pickRayDir) {
 	if (_vertexData == nullptr) {
 		return false;
 	}
@@ -425,7 +425,7 @@ bool MeshX::pickPoly(Math::Vector3d *pickRayOrig, Math::Vector3d *pickRayDir) {
 }
 
 ////////////////////////////////////////////////////////////////////////////
-bool MeshX::setMaterialSprite(const Common::String &matName, BaseSprite *sprite) {
+bool XMesh::setMaterialSprite(const Common::String &matName, BaseSprite *sprite) {
 	for (uint32 i = 0; i < _materials.size(); i++) {
 		if (_materials[i]->getName() && _materials[i]->getName() == matName) {
 			_materials[i]->setSprite(sprite);
@@ -435,7 +435,7 @@ bool MeshX::setMaterialSprite(const Common::String &matName, BaseSprite *sprite)
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool MeshX::setMaterialTheora(const Common::String &matName, VideoTheoraPlayer *theora) {
+bool XMesh::setMaterialTheora(const Common::String &matName, VideoTheoraPlayer *theora) {
 	for (uint32 i = 0; i < _materials.size(); i++) {
 		if (_materials[i]->getName() && _materials[i]->getName() == matName) {
 			_materials[i]->setTheora(theora);
@@ -445,7 +445,7 @@ bool MeshX::setMaterialTheora(const Common::String &matName, VideoTheoraPlayer *
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool MeshX::invalidateDeviceObjects() {
+bool XMesh::invalidateDeviceObjects() {
 	// release buffers here
 
 	for (uint32 i = 0; i < _materials.size(); i++) {
@@ -456,7 +456,7 @@ bool MeshX::invalidateDeviceObjects() {
 }
 
 //////////////////////////////////////////////////////////////////////////
-bool MeshX::restoreDeviceObjects() {
+bool XMesh::restoreDeviceObjects() {
 	for (uint32 i = 0; i < _materials.size(); i++) {
 		_materials[i]->restoreDeviceObjects();
 	}
@@ -468,7 +468,7 @@ bool MeshX::restoreDeviceObjects() {
 	}
 }
 
-bool MeshX::parsePositionCoords(XFileLexer &lexer) {
+bool XMesh::parsePositionCoords(XFileLexer &lexer) {
 	for (uint i = 0; i < _vertexCount; ++i) {
 		for (int j = 0; j < 3; ++j) {
 			_vertexPositionData[i * 3 + j] = lexer.readFloat();
@@ -484,7 +484,7 @@ bool MeshX::parsePositionCoords(XFileLexer &lexer) {
 	return true;
 }
 
-bool MeshX::parseFaces(XFileLexer &lexer, int faceCount, Common::Array<int>& indexCountPerFace) {
+bool XMesh::parseFaces(XFileLexer &lexer, int faceCount, Common::Array<int>& indexCountPerFace) {
 	for (int i = 0; i < faceCount; ++i) {
 		int indexCount = lexer.readInt();
 
@@ -518,7 +518,7 @@ bool MeshX::parseFaces(XFileLexer &lexer, int faceCount, Common::Array<int>& ind
 
 			indexCountPerFace.push_back(6);
 		} else {
-			warning("MeshXOpenGL::loadFromX faces with more than four vertices are not supported");
+			warning("XMeshOpenGL::loadFromX faces with more than four vertices are not supported");
 			return false;
 		}
 	}
@@ -526,7 +526,7 @@ bool MeshX::parseFaces(XFileLexer &lexer, int faceCount, Common::Array<int>& ind
 	return true;
 }
 
-bool MeshX::parseTextureCoords(XFileLexer &lexer) {
+bool XMesh::parseTextureCoords(XFileLexer &lexer) {
 	// should be the same as _vertexCount
 	int textureCoordCount = lexer.readInt();
 
@@ -545,7 +545,7 @@ bool MeshX::parseTextureCoords(XFileLexer &lexer) {
 	return true;
 }
 
-bool MeshX::parseNormalCoords(XFileLexer &lexer) {
+bool XMesh::parseNormalCoords(XFileLexer &lexer) {
 	// should be the same as _vertex count
 	uint vertexNormalCount = lexer.readInt();
 //	assert(vertexNormalCount == _vertexCount);
@@ -593,7 +593,7 @@ bool MeshX::parseNormalCoords(XFileLexer &lexer) {
 
 			lexer.skipTerminator(); // skip semicolon
 		} else {
-			warning("MeshXOpenGL::loadFromX faces with more than four vertices are not supported");
+			warning("XMeshOpenGL::loadFromX faces with more than four vertices are not supported");
 			return false;
 		}
 	}
@@ -615,7 +615,7 @@ bool MeshX::parseNormalCoords(XFileLexer &lexer) {
 	return true;
 }
 
-bool MeshX::parseMaterials(XFileLexer &lexer, int faceCount, const Common::String &filename, Common::Array<MaterialReference> &materialReferences, const Common::Array<int> &indexCountPerFace) {
+bool XMesh::parseMaterials(XFileLexer &lexer, int faceCount, const Common::String &filename, Common::Array<MaterialReference> &materialReferences, const Common::Array<int> &indexCountPerFace) {
 	// there can be unused materials inside a .X file
 	// so this piece of information is probably useless
 	lexer.readInt(); // material count
@@ -681,7 +681,7 @@ bool MeshX::parseMaterials(XFileLexer &lexer, int faceCount, const Common::Strin
 			lexer.advanceToNextToken();
 			lexer.advanceToNextToken();
 		} else {
-			warning("MeshXOpenGL::loadFromX unknown token %i encountered while loading materials", lexer.getTypeOfToken());
+			warning("XMeshOpenGL::loadFromX unknown token %i encountered while loading materials", lexer.getTypeOfToken());
 			break;
 		}
 	}
@@ -691,7 +691,7 @@ bool MeshX::parseMaterials(XFileLexer &lexer, int faceCount, const Common::Strin
 	return true;
 }
 
-bool MeshX::parseSkinWeights(XFileLexer &lexer) {
+bool XMesh::parseSkinWeights(XFileLexer &lexer) {
 	skinWeightsList.resize(skinWeightsList.size() + 1);
 	SkinWeights &currSkinWeights = skinWeightsList.back();
 
@@ -740,7 +740,7 @@ bool MeshX::parseSkinWeights(XFileLexer &lexer) {
 	return true;
 }
 
-bool MeshX::parseVertexDeclaration(XFileLexer &lexer) {
+bool XMesh::parseVertexDeclaration(XFileLexer &lexer) {
 	int vertexElementCount = lexer.readInt();
 
 	// size of a vertex measured in four byte blocks
@@ -884,7 +884,7 @@ bool MeshX::parseVertexDeclaration(XFileLexer &lexer) {
 	return true;
 }
 
-void MeshX::updateBoundingBox() {
+void XMesh::updateBoundingBox() {
 	if (_vertexData == nullptr || _vertexCount == 0) {
 		return;
 	}
diff --git a/engines/wintermute/base/gfx/xmesh.h b/engines/wintermute/base/gfx/xmesh.h
index 54e54bde13c..6c2a6ac0658 100644
--- a/engines/wintermute/base/gfx/xmesh.h
+++ b/engines/wintermute/base/gfx/xmesh.h
@@ -52,10 +52,10 @@ struct SkinWeights {
 	BaseArray<float> _vertexWeights;
 };
 
-class MeshX : public BaseNamedObject {
+class XMesh : public BaseNamedObject {
 public:
-	MeshX(BaseGame *inGame);
-	virtual ~MeshX();
+	XMesh(BaseGame *inGame);
+	virtual ~XMesh();
 
 	virtual bool loadFromX(const Common::String &filename, XFileLexer &lexer, Common::Array<MaterialReference> &materialReferences);
 	bool findBones(FrameNode *rootFrame);




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