[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: PaweÅ KoÅodziejski (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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