[Scummvm-git-logs] scummvm master -> 36e55af217953a1deb92b6ee1b89844ce9605359

aquadran noreply at scummvm.org
Fri Oct 11 20:17:21 UTC 2024


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:
36e55af217 WINTERMUTE: sync variable names with original code


Commit: 36e55af217953a1deb92b6ee1b89844ce9605359
    https://github.com/scummvm/scummvm/commit/36e55af217953a1deb92b6ee1b89844ce9605359
Author: Paweł Kołodziejski (aquadran at gmail.com)
Date: 2024-10-11T22:17:16+02:00

Commit Message:
WINTERMUTE: sync variable names with original code

Changed paths:
    engines/wintermute/ad/ad_scene_geometry.cpp
    engines/wintermute/base/base_object.h
    engines/wintermute/base/gfx/3dcamera.cpp
    engines/wintermute/base/gfx/3dcamera.h
    engines/wintermute/base/gfx/3dmesh.cpp
    engines/wintermute/base/gfx/base_renderer3d.cpp
    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/xactive_animation.cpp
    engines/wintermute/base/gfx/xanimation_channel.cpp
    engines/wintermute/base/gfx/xmodel.cpp
    engines/wintermute/base/gfx/xmodel.h


diff --git a/engines/wintermute/ad/ad_scene_geometry.cpp b/engines/wintermute/ad/ad_scene_geometry.cpp
index 14834d359d4..7345f262beb 100644
--- a/engines/wintermute/ad/ad_scene_geometry.cpp
+++ b/engines/wintermute/ad/ad_scene_geometry.cpp
@@ -255,8 +255,7 @@ bool AdSceneGeometry::loadFile(const char *filename) {
 	createLights();
 
 	if (_lights.size() > 0) {
-		uint activeLight = 0;
-		setActiveLight(activeLight);
+		setActiveLight(0);
 	}
 
 	delete geomExt;
@@ -293,7 +292,7 @@ bool AdSceneGeometry::setActiveCamera(int camera, float fov, float nearClipPlane
 		if (fov >= 0.0f) {
 			_cameras[camera]->_fov = fov;
 		} else {
-			_cameras[camera]->_fov = _cameras[camera]->_originalFOV;
+			_cameras[camera]->_fov = _cameras[camera]->_origFov;
 		}
 
 		_cameras[camera]->_nearClipPlane = nearClipPlane;
@@ -691,8 +690,7 @@ bool AdSceneGeometry::getPath(Math::Vector3d source, Math::Vector3d target, AdPa
 		_PFRerun = rerun;
 
 		// prepare working path
-		uint i;
-		uint j;
+		uint i, j;
 
 		for (i = 0; i < _PFPath.size(); i++) {
 			delete _PFPath[i];
diff --git a/engines/wintermute/base/base_object.h b/engines/wintermute/base/base_object.h
index 97ac0c1c884..fe8a84daf9c 100644
--- a/engines/wintermute/base/base_object.h
+++ b/engines/wintermute/base/base_object.h
@@ -49,10 +49,7 @@ class BaseScriptHolder;
 class ScValue;
 class ScStack;
 class ScScript;
-
-#ifdef ENABLE_WME3D
 class XModel;
-#endif
 
 class BaseObject : public BaseScriptHolder {
 protected:
diff --git a/engines/wintermute/base/gfx/3dcamera.cpp b/engines/wintermute/base/gfx/3dcamera.cpp
index 64bea5c5263..82740720b03 100644
--- a/engines/wintermute/base/gfx/3dcamera.cpp
+++ b/engines/wintermute/base/gfx/3dcamera.cpp
@@ -44,7 +44,7 @@ Camera3D::Camera3D(BaseGame *inGame) : BaseNamedObject(inGame) {
 	_position = Math::Vector3d(0.0f, 0.0f, 0.0f);
 	_target = Math::Vector3d(0.0f, 0.0f, 0.0f);
 	_bank = 0.0f;
-	_fov = _originalFOV = Math::Angle(45.0f).getRadians();
+	_fov = _origFov = Math::Angle(45.0f).getRadians();
 	_nearClipPlane = _farClipPlane = -1.0f;
 }
 
@@ -74,7 +74,7 @@ bool Camera3D::loadFrom3DS(Common::MemoryReadStream &fileStream) {
 		_fov = Math::Angle(45.0f).getRadians();
 	}
 
-	_originalFOV = _fov;
+	_origFov = _fov;
 
 	// discard all subchunks
 	while (fileStream.pos() < end) {
diff --git a/engines/wintermute/base/gfx/3dcamera.h b/engines/wintermute/base/gfx/3dcamera.h
index 5e071a62fa7..5f160ab9002 100644
--- a/engines/wintermute/base/gfx/3dcamera.h
+++ b/engines/wintermute/base/gfx/3dcamera.h
@@ -50,7 +50,7 @@ public:
 	Math::Vector3d _target;
 	float _bank;
 	float _fov;
-	float _originalFOV;
+	float _origFov;
 	float _nearClipPlane;
 	float _farClipPlane;
 
diff --git a/engines/wintermute/base/gfx/3dmesh.cpp b/engines/wintermute/base/gfx/3dmesh.cpp
index 8050603cdf4..16478ac7026 100644
--- a/engines/wintermute/base/gfx/3dmesh.cpp
+++ b/engines/wintermute/base/gfx/3dmesh.cpp
@@ -65,8 +65,7 @@ bool Wintermute::Mesh3DS::loadFrom3DS(Common::MemoryReadStream &fileStream) {
 				_indexData[i * 3 + 0] = fileStream.readUint16LE();
 				_indexData[i * 3 + 1] = fileStream.readUint16LE();
 				_indexData[i * 3 + 2] = fileStream.readUint16LE();
-				// not used appearently
-				fileStream.readUint16LE();
+				fileStream.readUint16LE(); // not used
 			}
 			break;
 		}
diff --git a/engines/wintermute/base/gfx/base_renderer3d.cpp b/engines/wintermute/base/gfx/base_renderer3d.cpp
index 4db83387e3a..af9bdb71b95 100644
--- a/engines/wintermute/base/gfx/base_renderer3d.cpp
+++ b/engines/wintermute/base/gfx/base_renderer3d.cpp
@@ -20,12 +20,25 @@
  */
 
 #include "engines/wintermute/base/gfx/base_renderer3d.h"
+#include "engines/wintermute/base/base_game.h"
 
 #include "math/glmath.h"
 
 namespace Wintermute {
 
-BaseRenderer3D::BaseRenderer3D(Wintermute::BaseGame *inGame) : BaseRenderer(inGame), _overrideAmbientLightColor(false) {
+BaseRenderer3D::BaseRenderer3D(Wintermute::BaseGame *inGame) : BaseRenderer(inGame) {
+	_camera = nullptr;
+
+	_state = RSTATE_NONE;
+	_fov = M_PI / 4;
+
+	_nearClipPlane = DEFAULT_NEAR_PLANE;
+	_farClipPlane = DEFAULT_FAR_PLANE;
+
+	_spriteBatchMode = false;
+
+	_ambientLightColor = 0x00000000;
+	_ambientLightOverride = false;
 }
 
 BaseRenderer3D::~BaseRenderer3D() {
@@ -33,14 +46,14 @@ BaseRenderer3D::~BaseRenderer3D() {
 
 bool BaseRenderer3D::setAmbientLightColor(uint32 color) {
 	_ambientLightColor = color;
-	_overrideAmbientLightColor = true;
+	_ambientLightOverride = true;
 	setAmbientLight();
 	return true;
 }
 
 bool BaseRenderer3D::setDefaultAmbientLightColor() {
 	_ambientLightColor = 0x00000000;
-	_overrideAmbientLightColor = false;
+	_ambientLightOverride = false;
 	setAmbientLight();
 	return true;
 }
diff --git a/engines/wintermute/base/gfx/base_renderer3d.h b/engines/wintermute/base/gfx/base_renderer3d.h
index f4488e44f81..ef57f984eba 100644
--- a/engines/wintermute/base/gfx/base_renderer3d.h
+++ b/engines/wintermute/base/gfx/base_renderer3d.h
@@ -51,6 +51,9 @@ class Mesh3DS;
 class XMesh;
 class ShadowVolume;
 
+#define DEFAULT_NEAR_PLANE 90.0f
+#define DEFAULT_FAR_PLANE  10000.0f
+
 class BaseRenderer3D : public BaseRenderer {
 public:
 	BaseRenderer3D(BaseGame *inGame = nullptr);
@@ -61,7 +64,7 @@ public:
 	virtual void setAmbientLight() = 0;
 
 	uint32 _ambientLightColor;
-	bool _overrideAmbientLightColor;
+	bool _ambientLightOverride;
 
 	virtual int maximumLightsCount() = 0;
 	virtual void enableLight(int index) = 0;
@@ -96,6 +99,8 @@ public:
 		return _projectionMatrix3d;
 	}
 
+	Camera3D *_camera;
+
 	virtual Mesh3DS *createMesh3DS() = 0;
 	virtual XMesh *createXMesh() = 0;
 	virtual ShadowVolume *createShadowVolume() = 0;
@@ -115,6 +120,11 @@ protected:
 	Math::Matrix4 _lastViewMatrix;
 	Math::Matrix4 _projectionMatrix3d;
 	Rect32 _viewport3dRect;
+	float _fov;
+	float _nearClipPlane;
+	float _farClipPlane;
+	TRendererState _state;
+	bool _spriteBatchMode;
 
 	void flipVertical(Graphics::Surface *s);
 };
diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
index cb9b9fe88c9..30c56d89adf 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
@@ -46,13 +46,11 @@ BaseRenderer3D *makeOpenGL3DRenderer(BaseGame *inGame) {
 	return new BaseRenderOpenGL3D(inGame);
 }
 
-BaseRenderOpenGL3D::BaseRenderOpenGL3D(BaseGame *inGame) : BaseRenderer3D(inGame),
-                                                           _spriteBatchMode(false) {
+BaseRenderOpenGL3D::BaseRenderOpenGL3D(BaseGame *inGame) : BaseRenderer3D(inGame) {
 	setDefaultAmbientLightColor();
 
 	_lightPositions.resize(maximumLightsCount());
 	_lightDirections.resize(maximumLightsCount());
-	(void)_spriteBatchMode; // silence warning
 }
 
 BaseRenderOpenGL3D::~BaseRenderOpenGL3D() {
@@ -84,7 +82,7 @@ void BaseRenderOpenGL3D::setAmbientLight() {
 	byte g = 0;
 	byte b = 0;
 
-	if (_overrideAmbientLightColor) {
+	if (_ambientLightOverride) {
 		a = RGBCOLGetA(_ambientLightColor);
 		r = RGBCOLGetR(_ambientLightColor);
 		g = RGBCOLGetG(_ambientLightColor);
@@ -339,13 +337,13 @@ bool BaseRenderOpenGL3D::setProjection() {
 
 	float verticalViewAngle = _fov;
 	float aspectRatio = viewportWidth / viewportHeight;
-	float top = _nearPlane * tanf(verticalViewAngle * 0.5f);
+	float top = _nearClipPlane * tanf(verticalViewAngle * 0.5f);
 
 	float scaleMod = _height / viewportHeight;
 
 	glMatrixMode(GL_PROJECTION);
 	glLoadIdentity();
-	glFrustum(-top * aspectRatio, top * aspectRatio, -top, top, _nearPlane, _farPlane);
+	glFrustum(-top * aspectRatio, top * aspectRatio, -top, top, _nearClipPlane, _farClipPlane);
 	glGetFloatv(GL_PROJECTION_MATRIX, _projectionMatrix3d.getData());
 
 	_projectionMatrix3d(0, 0) *= scaleMod;
@@ -387,8 +385,8 @@ bool BaseRenderOpenGL3D::initRenderer(int width, int height, bool windowed) {
 	_width = width;
 	_height = height;
 
-	_nearPlane = 90.0f;
-	_farPlane = 10000.0f;
+	_nearClipPlane = 90.0f;
+	_farClipPlane = 10000.0f;
 
 	setViewport(0, 0, width, height);
 
@@ -451,8 +449,8 @@ bool BaseRenderOpenGL3D::forcedFlip() {
 }
 
 bool BaseRenderOpenGL3D::setup2D(bool force) {
-	if (_renderState != RSTATE_2D || force) {
-		_renderState = RSTATE_2D;
+	if (_state != RSTATE_2D || force) {
+		_state = RSTATE_2D;
 
 		// some states are still missing here
 
@@ -477,8 +475,8 @@ bool BaseRenderOpenGL3D::setup2D(bool force) {
 }
 
 bool BaseRenderOpenGL3D::setup3D(Camera3D *camera, bool force) {
-	if (_renderState != RSTATE_3D || force) {
-		_renderState = RSTATE_3D;
+	if (_state != RSTATE_3D || force) {
+		_state = RSTATE_3D;
 
 		glEnable(GL_DEPTH_TEST);
 		glEnable(GL_LIGHTING);
@@ -495,11 +493,11 @@ bool BaseRenderOpenGL3D::setup3D(Camera3D *camera, bool force) {
 			_fov = camera->_fov;
 
 			if (camera->_nearClipPlane >= 0.0f) {
-				_nearPlane = camera->_nearClipPlane;
+				_nearClipPlane = camera->_nearClipPlane;
 			}
 
 			if (camera->_farClipPlane >= 0.0f) {
-				_farPlane = camera->_farClipPlane;
+				_farClipPlane = camera->_farClipPlane;
 			}
 
 			Math::Matrix4 viewMatrix;
@@ -545,8 +543,8 @@ bool BaseRenderOpenGL3D::setup3D(Camera3D *camera, bool force) {
 }
 
 bool BaseRenderOpenGL3D::setupLines() {
-	if (_renderState != RSTATE_LINES) {
-		_renderState = RSTATE_LINES;
+	if (_state != RSTATE_LINES) {
+		_state = RSTATE_LINES;
 
 		glDisable(GL_LIGHTING);
 		glDisable(GL_DEPTH_TEST);
diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.h b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.h
index 7dfbda6e728..796830f1305 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.h
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.h
@@ -107,16 +107,16 @@ public:
 	bool drawShaderQuad() override {
 		return STATUS_FAILED;
 	}
-
+	
 	float getScaleRatioX() const override {
 		return 1.0f;
 	}
 	float getScaleRatioY() const override {
 		return 1.0f;
 	}
-
+	
 	BaseSurface *createSurface() override;
-
+	
 	bool startSpriteBatch() override {
 		return STATUS_OK;
 	};
@@ -128,7 +128,7 @@ public:
 					  float angle, uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) override;
 
 	void renderSceneGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks,
-	                         const BaseArray<AdGeneric *> &generics, const BaseArray<Light3D *> &lights, Camera3D *camera) override;
+							 const BaseArray<AdGeneric *> &generics, const BaseArray<Light3D *> &lights, Camera3D *camera) override;
 	void renderShadowGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks, const BaseArray<AdGeneric *> &generics, Camera3D *camera) override;
 
 	Mesh3DS *createMesh3DS() override;
@@ -139,11 +139,6 @@ private:
 	SimpleShadowVertex _simpleShadow[4];
 	Common::Array<Math::Vector4d> _lightPositions;
 	Common::Array<Math::Vector3d> _lightDirections;
-	float _fov;
-	float _nearPlane;
-	float _farPlane;
-	TRendererState _renderState;
-	bool _spriteBatchMode;
 };
 
 } // wintermute namespace
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 68a1f594043..45abaefaa39 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
@@ -44,7 +44,6 @@ namespace Wintermute {
 
 BaseRenderer3D *makeOpenGL3DShaderRenderer(BaseGame *inGame) {
 	return new BaseRenderOpenGL3DShader(inGame);
-
 }
 
 struct SpriteVertexShader {
@@ -59,11 +58,13 @@ struct SpriteVertexShader {
 };
 
 BaseRenderOpenGL3DShader::BaseRenderOpenGL3DShader(BaseGame *inGame)
-	: BaseRenderer3D(inGame), _spriteBatchMode(false), _flatShadowMaskShader(nullptr) {
+	: BaseRenderer3D(inGame), _flatShadowMaskShader(nullptr) {
 	(void)_spriteBatchMode; // silence warning
 }
 
 BaseRenderOpenGL3DShader::~BaseRenderOpenGL3DShader() {
+	_camera = nullptr;
+
 	glDeleteBuffers(1, &_spriteVBO);
 	glDeleteTextures(1, &_flatShadowRenderTexture);
 	glDeleteRenderbuffers(1, &_flatShadowDepthBuffer);
@@ -96,7 +97,7 @@ void BaseRenderOpenGL3DShader::setAmbientLight() {
 	byte g = RGBCOLGetG(_ambientLightColor);
 	byte b = RGBCOLGetB(_ambientLightColor);
 
-	if (!_overrideAmbientLightColor) {
+	if (!_ambientLightOverride) {
 		uint32 color = _gameRef->getAmbientLightColor();
 
 		a = RGBCOLGetA(color);
@@ -441,9 +442,9 @@ bool BaseRenderOpenGL3DShader::setProjection() {
 
 	float scaleMod = _height / viewportHeight;
 
-	float top = _nearPlane * tanf(verticalViewAngle * 0.5f);
+	float top = _nearClipPlane * tanf(verticalViewAngle * 0.5f);
 
-	_projectionMatrix3d = Math::makeFrustumMatrix(-top * aspectRatio, top * aspectRatio, -top, top, _nearPlane, _farPlane);
+	_projectionMatrix3d = Math::makeFrustumMatrix(-top * aspectRatio, top * aspectRatio, -top, top, _nearClipPlane, _farClipPlane);
 
 	_projectionMatrix3d(0, 0) *= scaleMod;
 	_projectionMatrix3d(1, 1) *= scaleMod;
@@ -533,8 +534,8 @@ bool BaseRenderOpenGL3DShader::initRenderer(int width, int height, bool windowed
 	_width = width;
 	_height = height;
 
-	_nearPlane = 90.0f;
-	_farPlane = 10000.0f;
+	_nearClipPlane = 90.0f;
+	_farClipPlane = 10000.0f;
 
 	setViewport(0, 0, width, height);
 
@@ -592,8 +593,8 @@ bool BaseRenderOpenGL3DShader::forcedFlip() {
 }
 
 bool BaseRenderOpenGL3DShader::setup2D(bool force) {
-	if (_renderState != RSTATE_2D || force) {
-		_renderState = RSTATE_2D;
+	if (_state != RSTATE_2D || force) {
+		_state = RSTATE_2D;
 
 		// some states are still missing here
 
@@ -614,8 +615,8 @@ bool BaseRenderOpenGL3DShader::setup2D(bool force) {
 }
 
 bool BaseRenderOpenGL3DShader::setup3D(Camera3D *camera, bool force) {
-	if (_renderState != RSTATE_3D || force) {
-		_renderState = RSTATE_3D;
+	if (_state != RSTATE_3D || force) {
+		_state = RSTATE_3D;
 
 		glEnable(GL_DEPTH_TEST);
 		glEnable(GL_BLEND);
@@ -626,11 +627,11 @@ bool BaseRenderOpenGL3DShader::setup3D(Camera3D *camera, bool force) {
 			_fov = camera->_fov;
 
 			if (camera->_nearClipPlane >= 0.0f) {
-				_nearPlane = camera->_nearClipPlane;
+				_nearClipPlane = camera->_nearClipPlane;
 			}
 
 			if (camera->_farClipPlane >= 0.0f) {
-				_farPlane = camera->_farClipPlane;
+				_farClipPlane = camera->_farClipPlane;
 			}
 
 			Math::Matrix4 viewMatrix;
@@ -683,8 +684,8 @@ bool BaseRenderOpenGL3DShader::setup3D(Camera3D *camera, bool force) {
 }
 
 bool BaseRenderOpenGL3DShader::setupLines() {
-	if (_renderState != RSTATE_LINES) {
-		_renderState = RSTATE_LINES;
+	if (_state != RSTATE_LINES) {
+		_state = RSTATE_LINES;
 
 		glDisable(GL_DEPTH_TEST);
 		glEnable(GL_BLEND);
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 fb86481ef0e..7214348aa60 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.h
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.h
@@ -129,12 +129,6 @@ private:
 
 	Common::Array<Math::Matrix4> _transformStack;
 
-	float _fov;
-	float _nearPlane;
-	float _farPlane;
-	TRendererState _renderState;
-	bool _spriteBatchMode;
-
 	Math::Vector4d _flatShadowColor;
 	int _shadowTextureWidth;
 	int _shadowTextureHeight;
diff --git a/engines/wintermute/base/gfx/xactive_animation.cpp b/engines/wintermute/base/gfx/xactive_animation.cpp
index a2c984c13d4..c1717b08814 100644
--- a/engines/wintermute/base/gfx/xactive_animation.cpp
+++ b/engines/wintermute/base/gfx/xactive_animation.cpp
@@ -79,7 +79,7 @@ bool ActiveAnimation::update(int slot, bool prevFrameOnly, float lerpValue, bool
 	}
 
 	uint32 localTime = 0;
-	//_gameRef->LOG(0, "%s %d %d %f %d", m_Animation->m_Name, Slot, PrevFrameOnly, LerpValue, ForceStartFrame);
+	//_gameRef->LOG(0, "%s %d %d %f %d", _animation->_name, slot, prevFrameOnly, lerpValue, forceStartFrame);
 	if (prevFrameOnly) {
 		localTime = _lastLocalTime;
 	} else {
@@ -122,7 +122,7 @@ bool ActiveAnimation::update(int slot, bool prevFrameOnly, float lerpValue, bool
 
 		_currentFrame = frame;
 	}
-	//_gameRef->LOG(0, "%s %d %f", m_Animation->m_Name, LocalTime, LerpValue);
+	//_gameRef->LOG(0, "%s %d %f", _animation->_name, localTime, lerpValue);
 	return _animation->update(slot, localTime, lerpValue);
 }
 
diff --git a/engines/wintermute/base/gfx/xanimation_channel.cpp b/engines/wintermute/base/gfx/xanimation_channel.cpp
index 2d98ec5c1e6..bcc73e9f6b3 100644
--- a/engines/wintermute/base/gfx/xanimation_channel.cpp
+++ b/engines/wintermute/base/gfx/xanimation_channel.cpp
@@ -133,10 +133,10 @@ bool AnimationChannel::update(bool debug) {
 				return _anim[0]->update();
 			}
 		} else {
-			float LerpValue = float(_gameRef->_currentTime - _transitionStart) / float(_transtitionTime);
+			float lerpValue = float(_gameRef->_currentTime - _transitionStart) / float(_transtitionTime);
 
 			if (_anim[0]) {
-				_anim[0]->update(0, true, LerpValue);
+				_anim[0]->update(0, true, lerpValue);
 			}
 
 			if (_anim[1]) {
diff --git a/engines/wintermute/base/gfx/xmodel.cpp b/engines/wintermute/base/gfx/xmodel.cpp
index 9ae10f78b2a..19a4ba8ab40 100644
--- a/engines/wintermute/base/gfx/xmodel.cpp
+++ b/engines/wintermute/base/gfx/xmodel.cpp
@@ -130,8 +130,8 @@ bool XModel::loadFromFile(const Common::String &filename, XModel *parentModel) {
 	bool res = xfile->openFile(filename);
 	if (!res) {
 		delete xfile;
-		//return false;
-		error("XModel: Error loading X file: %s", filename.c_str());
+		BaseEngine::LOG(0, "Error loading X file: %s", filename.c_str());
+		return false;
 	}
 
 	_rootFrame = new FrameNode(_gameRef);
@@ -390,7 +390,6 @@ bool XModel::playAnim(int channel, const Common::String &name, uint32 transition
 
 	// find animation set by name
 	AnimationSet *anim = getAnimationSetByName(name);
-
 	if (anim) {
 		char *currentAnim = _channels[channel]->getName();
 		if (_owner && currentAnim) {
diff --git a/engines/wintermute/base/gfx/xmodel.h b/engines/wintermute/base/gfx/xmodel.h
index e442fecf6a5..7cc6b0de04f 100644
--- a/engines/wintermute/base/gfx/xmodel.h
+++ b/engines/wintermute/base/gfx/xmodel.h
@@ -52,11 +52,6 @@ class XFileData;
 
 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 XModelMatSprite {
 	public:
 		char *_matName;
@@ -118,10 +113,7 @@ private:
 	};
 
 public:
-	// default ticks per second for .X models seems to be 4800
-	// not sure if this is truly documented anywhere, though
-	// on the other hand, wme chooses the same value,
-	// so should be fine for our purposes
+
 	const static int kDefaultTicksPerSecond = 4800;
 
 	DECLARE_PERSISTENT(XModel, BaseObject)




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