[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: PaweÅ KoÅodziejski (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);
More information about the Scummvm-git-logs
mailing list