[Scummvm-git-logs] scummvm master -> da5658690a02020a101e69a09e544a167953926b

aquadran noreply at scummvm.org
Sat Oct 12 16:56:28 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:
da5658690a WINTERMUTE: Removed _vertexData


Commit: da5658690a02020a101e69a09e544a167953926b
    https://github.com/scummvm/scummvm/commit/da5658690a02020a101e69a09e544a167953926b
Author: Paweł Kołodziejski (aquadran at gmail.com)
Date: 2024-10-12T18:56:23+02:00

Commit Message:
WINTERMUTE: Removed _vertexData

Changed paths:
    engines/wintermute/base/gfx/opengl/meshx_opengl.cpp
    engines/wintermute/base/gfx/opengl/meshx_opengl_shader.cpp
    engines/wintermute/base/gfx/xmesh.cpp
    engines/wintermute/base/gfx/xskinmesh_loader.cpp
    engines/wintermute/base/gfx/xskinmesh_loader.h


diff --git a/engines/wintermute/base/gfx/opengl/meshx_opengl.cpp b/engines/wintermute/base/gfx/opengl/meshx_opengl.cpp
index cefa8d383a2..de3018c16d8 100644
--- a/engines/wintermute/base/gfx/opengl/meshx_opengl.cpp
+++ b/engines/wintermute/base/gfx/opengl/meshx_opengl.cpp
@@ -51,11 +51,24 @@ bool XMeshOpenGL::render(XModel *model) {
 	if (!_blendedMesh)
 		return false;
 
-	float *vertexData = _blendedMesh->_meshLoader->_vertexData;
-	uint32 *indexData = (uint32 *)_blendedMesh->getIndexBuffer().ptr();
+	auto fvf = _blendedMesh->getFVF();
+	uint32 vertexSize = DXGetFVFVertexSize(fvf) / sizeof(float);
+	float *vertexData = (float *)_blendedMesh->getVertexBuffer().ptr();
 	if (vertexData == nullptr) {
 		return false;
 	}
+	uint32 offset = 0, normalOffset = 0, textureOffset = 0;
+	if (fvf & DXFVF_XYZ) {
+		offset += sizeof(DXVector3) / sizeof(float);
+	}
+	if (fvf & DXFVF_NORMAL) {
+		normalOffset = offset;
+		offset += sizeof(DXVector3) / sizeof(float);
+	}
+	if (fvf & DXFVF_TEX1) {
+		textureOffset = offset;
+	}
+	uint32 *indexData = (uint32 *)_blendedMesh->getIndexBuffer().ptr();
 
 	bool noAttrs = false;
 	auto attrsTable = _blendedMesh->getAttributeTable();
@@ -99,10 +112,10 @@ bool XMeshOpenGL::render(XModel *model) {
 		if (textureEnable)
 			glEnableClientState(GL_TEXTURE_COORD_ARRAY);
 
-		glVertexPointer(3, GL_FLOAT, XSkinMeshLoader::kVertexComponentCount * sizeof(float), vertexData + XSkinMeshLoader::kPositionOffset);
-		glNormalPointer(GL_FLOAT, XSkinMeshLoader::kVertexComponentCount * sizeof(float), vertexData + XSkinMeshLoader::kNormalOffset);
+		glVertexPointer(3, GL_FLOAT, vertexSize * sizeof(float), vertexData);
+		glNormalPointer(GL_FLOAT, vertexSize * sizeof(float), vertexData + normalOffset);
 		if (textureEnable)
-			glTexCoordPointer(2, GL_FLOAT, XSkinMeshLoader::kVertexComponentCount * sizeof(float), vertexData + XSkinMeshLoader::kTextureCoordOffset);
+			glTexCoordPointer(2, GL_FLOAT, vertexSize * sizeof(float), vertexData + textureOffset);
 
 		glDrawElements(GL_TRIANGLES, attrsTable->_ptr[i]._faceCount * 3, GL_UNSIGNED_INT, indexData + attrsTable->_ptr[i]._faceStart * 3);
 
diff --git a/engines/wintermute/base/gfx/opengl/meshx_opengl_shader.cpp b/engines/wintermute/base/gfx/opengl/meshx_opengl_shader.cpp
index 0f8a8d94b33..af860b47cf2 100644
--- a/engines/wintermute/base/gfx/opengl/meshx_opengl_shader.cpp
+++ b/engines/wintermute/base/gfx/opengl/meshx_opengl_shader.cpp
@@ -55,11 +55,12 @@ bool XMeshOpenGLShader::loadFromXData(const Common::String &filename, XFileData
 	if (XMesh::loadFromXData(filename, xobj)) {
 		uint32 *indexData = (uint32 *)_blendedMesh->getIndexBuffer().ptr();
 		uint32 indexDataSize = _blendedMesh->getIndexBuffer().size() / sizeof(uint32);
-		float *vertexData = _blendedMesh->_meshLoader->_vertexData;
-		uint32 vertexCount = _blendedMesh->_meshLoader->_vertexCount;
+		float *vertexData = (float *)_blendedMesh->getVertexBuffer().ptr();
+		uint32 vertexSize = DXGetFVFVertexSize(_blendedMesh->getFVF()) / sizeof(float);
+		uint32 vertexCount = _blendedMesh->getNumVertices();
 
 		glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
-		glBufferData(GL_ARRAY_BUFFER, 4 * XSkinMeshLoader::kVertexComponentCount * vertexCount, vertexData, GL_DYNAMIC_DRAW);
+		glBufferData(GL_ARRAY_BUFFER, 4 * vertexSize * vertexCount, vertexData, GL_DYNAMIC_DRAW);
 
 		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
 		glBufferData(GL_ELEMENT_ARRAY_BUFFER, 4 * indexDataSize, indexData, GL_STATIC_DRAW);
@@ -75,10 +76,23 @@ bool XMeshOpenGLShader::render(XModel *model) {
 	if (!_blendedMesh)
 		return false;
 
-	float *vertexData = _blendedMesh->_meshLoader->_vertexData;
+	auto fvf = _blendedMesh->getFVF();
+	uint32 vertexSize = DXGetFVFVertexSize(fvf) / sizeof(float);
+	float *vertexData = (float *)_blendedMesh->getVertexBuffer().ptr();
 	if (vertexData == nullptr) {
 		return false;
 	}
+	uint32 offset = 0, normalOffset = 0, textureOffset = 0;
+	if (fvf & DXFVF_XYZ) {
+		offset += sizeof(DXVector3) / sizeof(float);
+	}
+	if (fvf & DXFVF_NORMAL) {
+		normalOffset = offset;
+		offset += sizeof(DXVector3) / sizeof(float);
+	}
+	if (fvf & DXFVF_TEX1) {
+		textureOffset = offset;
+	}
 
 	bool noAttrs = false;
 	auto attrsTable = _blendedMesh->getAttributeTable();
@@ -101,9 +115,9 @@ bool XMeshOpenGLShader::render(XModel *model) {
 
 	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
 
-	_shader->enableVertexAttribute("position", _vertexBuffer, 3, GL_FLOAT, false, 4 * XSkinMeshLoader::kVertexComponentCount, 4 * XSkinMeshLoader::kPositionOffset);
-	_shader->enableVertexAttribute("texcoord", _vertexBuffer, 2, GL_FLOAT, false, 4 * XSkinMeshLoader::kVertexComponentCount, 4 * XSkinMeshLoader::kTextureCoordOffset);
-	_shader->enableVertexAttribute("normal", _vertexBuffer, 3, GL_FLOAT, false, 4 * XSkinMeshLoader::kVertexComponentCount, 4 * XSkinMeshLoader::kNormalOffset);
+	_shader->enableVertexAttribute("position", _vertexBuffer, 3, GL_FLOAT, false, 4 * vertexSize, 0);
+	_shader->enableVertexAttribute("texcoord", _vertexBuffer, 2, GL_FLOAT, false, 4 * vertexSize, 4 * textureOffset);
+	_shader->enableVertexAttribute("normal", _vertexBuffer, 3, GL_FLOAT, false, 4 * vertexSize, 4 * normalOffset);
 
 	_shader->use(true);
 
@@ -123,8 +137,8 @@ bool XMeshOpenGLShader::render(XModel *model) {
 		_shader->setUniform("diffuse", diffuse);
 		_shader->setUniform("ambient", diffuse);
 
-		size_t offset = 4 * attrsTable->_ptr[i]._faceStart * 3;
-		glDrawElements(GL_TRIANGLES, attrsTable->_ptr[i]._faceCount * 3, GL_UNSIGNED_INT, (void *)offset);
+		size_t offsetFace = 4 * attrsTable->_ptr[i]._faceStart * 3;
+		glDrawElements(GL_TRIANGLES, attrsTable->_ptr[i]._faceCount * 3, GL_UNSIGNED_INT, (void *)offsetFace);
 	}
 
 	glBindTexture(GL_TEXTURE_2D, 0);
@@ -141,14 +155,15 @@ bool XMeshOpenGLShader::render(XModel *model) {
 }
 
 bool XMeshOpenGLShader::renderFlatShadowModel() {
-	float *vertexData = _blendedMesh->_meshLoader->_vertexData;
+	float *vertexData = (float *)_blendedMesh->getVertexBuffer().ptr();
+	uint32 vertexSize = DXGetFVFVertexSize(_blendedMesh->getFVF()) / sizeof(float);
 	if (vertexData == nullptr) {
 		return false;
 	}
 
 	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
 
-	_flatShadowShader->enableVertexAttribute("position", _vertexBuffer, 3, GL_FLOAT, false, 4 * XSkinMeshLoader::kVertexComponentCount, 4 * XSkinMeshLoader::kPositionOffset);
+	_flatShadowShader->enableVertexAttribute("position", _vertexBuffer, 3, GL_FLOAT, false, 4 * vertexSize, 4);
 	_flatShadowShader->use(true);
 
 	glDrawElements(GL_TRIANGLES, _blendedMesh->getNumFaces() * 3, GL_UNSIGNED_SHORT, 0);
@@ -162,11 +177,12 @@ bool XMeshOpenGLShader::renderFlatShadowModel() {
 bool XMeshOpenGLShader::update(FrameNode *parentFrame) {
 	XMesh::update(parentFrame);
 
-	float *vertexData = _blendedMesh->_meshLoader->_vertexData;
-	uint32 vertexCount = _blendedMesh->_meshLoader->_vertexCount;
+	float *vertexData = (float *)_blendedMesh->getVertexBuffer().ptr();
+	uint32 vertexSize = DXGetFVFVertexSize(_blendedMesh->getFVF()) / sizeof(float);
+	uint32 vertexCount = _blendedMesh->getNumVertices();
 
 	glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
-	glBufferSubData(GL_ARRAY_BUFFER, 0, 4 * XSkinMeshLoader::kVertexComponentCount * vertexCount, vertexData);
+	glBufferSubData(GL_ARRAY_BUFFER, 0, 4 * vertexSize * vertexCount, vertexData);
 
 	return true;
 }
diff --git a/engines/wintermute/base/gfx/xmesh.cpp b/engines/wintermute/base/gfx/xmesh.cpp
index 5622f98cd1d..d9464b9e3bd 100644
--- a/engines/wintermute/base/gfx/xmesh.cpp
+++ b/engines/wintermute/base/gfx/xmesh.cpp
@@ -255,28 +255,26 @@ bool XMesh::update(FrameNode *parentFrame) {
 	if (!_blendedMesh)
 		return false;
 
-	float *vertexDstData = _blendedMesh->_meshLoader->_vertexData;
+	float *vertexDstData = (float *)_blendedMesh->getVertexBuffer().ptr();
 	if (vertexDstData == nullptr) {
 		return false;
 	}
+	auto fvf = _blendedMesh->getFVF();
+	uint32 vertexSize = DXGetFVFVertexSize(fvf) / sizeof(float);
+	uint32 offset = 0, normalOffset = 0;
+	if (fvf & DXFVF_XYZ) {
+		offset += sizeof(DXVector3) / sizeof(float);
+	}
+	if (fvf & DXFVF_NORMAL) {
+		normalOffset = offset;
+	}
 
-	uint32 vertexCount = _blendedMesh->_meshLoader->_vertexCount;
+	uint32 vertexCount = _blendedMesh->getNumVertices();
 	auto skinWeightsList = _blendedMesh->_meshLoader->_skinWeightsList;
 
 	// update skinned mesh
 	if (_skinMesh) {
 		float *vertexSrcData = (float *)_skinMesh->_mesh->getVertexBuffer().ptr();
-		auto fvf = _skinMesh->_mesh->getFVF();
-		uint32 vertexSize = DXGetFVFVertexSize(fvf) / sizeof(float);
-		uint32 offset = 0, normalOffset = 0;
-
-		if (fvf & DXFVF_XYZ) {
-			offset += sizeof(DXVector3) / sizeof(float);
-		}
-		if (fvf & DXFVF_NORMAL) {
-			normalOffset = offset;
-		}
-
 		BaseArray<Math::Matrix4> finalBoneMatrices;
 		finalBoneMatrices.resize(_boneMatrices.size());
 
@@ -290,7 +288,7 @@ bool XMesh::update(FrameNode *parentFrame) {
 		// to be able too add the weighted summands together, we reset everything to zero first
 		for (uint32 i = 0; i < vertexCount; ++i) {
 			for (int j = 0; j < 3; ++j) {
-				vertexDstData[i * XSkinMeshLoader::kVertexComponentCount + XSkinMeshLoader::kPositionOffset + j] = 0.0f;
+				vertexDstData[i * vertexSize + j] = 0.0f;
 			}
 		}
 
@@ -307,7 +305,7 @@ bool XMesh::update(FrameNode *parentFrame) {
 				pos *= skinWeightsList[boneIndex]._vertexWeights[i];
 
 				for (uint j = 0; j < 3; ++j) {
-					vertexDstData[vertexIndex * XSkinMeshLoader::kVertexComponentCount + XSkinMeshLoader::kPositionOffset + j] += pos.getData()[j];
+					vertexDstData[vertexIndex * vertexSize + j] += pos.getData()[j];
 				}
 			}
 		}
@@ -321,7 +319,7 @@ bool XMesh::update(FrameNode *parentFrame) {
 		// reset so we can form the weighted sums
 		for (uint32 i = 0; i < vertexCount; ++i) {
 			for (int j = 0; j < 3; ++j) {
-				vertexDstData[i * XSkinMeshLoader::kVertexComponentCount + XSkinMeshLoader::kNormalOffset + j] = 0.0f;
+				vertexDstData[i * vertexSize + normalOffset + j] = 0.0f;
 			}
 		}
 
@@ -334,21 +332,20 @@ bool XMesh::update(FrameNode *parentFrame) {
 				pos *= skinWeightsList[boneIndex]._vertexWeights[i];
 
 				for (uint j = 0; j < 3; ++j) {
-					vertexDstData[vertexIndex * XSkinMeshLoader::kVertexComponentCount + XSkinMeshLoader::kNormalOffset + j] += pos.getData()[j];
+					vertexDstData[vertexIndex * vertexSize + normalOffset + j] += pos.getData()[j];
 				}
 			}
 		}
 
-	//updateNormals();
+		//updateNormals();
 	} else { // update static
 		for (uint32 i = 0; i < vertexCount; ++i) {
 			float *vertexSrcData = (float *)_staticMesh->getVertexBuffer().ptr();
-			uint32 vertexSize = DXGetFVFVertexSize(_staticMesh->getFVF()) / sizeof(float);
 			Math::Vector3d pos(vertexSrcData + i * vertexSize);
 			parentFrame->getCombinedMatrix()->transform(&pos, true);
 
 			for (uint j = 0; j < 3; ++j) {
-				vertexDstData[i * XSkinMeshLoader::kVertexComponentCount + XSkinMeshLoader::kPositionOffset + j] = pos.getData()[j];
+				vertexDstData[i * vertexSize + j] = pos.getData()[j];
 			}
 		}
 	}
@@ -363,10 +360,11 @@ bool XMesh::updateShadowVol(ShadowVolume *shadow, Math::Matrix4 &modelMat, const
 	if (!_blendedMesh)
 		return false;
 
-	float *vertexData = _blendedMesh->_meshLoader->_vertexData;
+	float *vertexData = (float *)_blendedMesh->getVertexBuffer().ptr();
 	if (vertexData == nullptr) {
 		return false;
 	}
+	uint32 vertexSize = DXGetFVFVertexSize(_blendedMesh->getFVF()) / sizeof(float);
 
 	Math::Vector3d invLight = light;
 	Math::Matrix4 matInverseModel = modelMat;
@@ -385,9 +383,9 @@ bool XMesh::updateShadowVol(ShadowVolume *shadow, Math::Matrix4 &modelMat, const
 		uint16 index1 = indexData[3 * i + 1];
 		uint16 index2 = indexData[3 * i + 2];
 
-		Math::Vector3d v0(vertexData + index0 * XSkinMeshLoader::kVertexComponentCount + XSkinMeshLoader::kPositionOffset);
-		Math::Vector3d v1(vertexData + index1 * XSkinMeshLoader::kVertexComponentCount + XSkinMeshLoader::kPositionOffset);
-		Math::Vector3d v2(vertexData + index2 * XSkinMeshLoader::kVertexComponentCount + XSkinMeshLoader::kPositionOffset);
+		Math::Vector3d v0(vertexData + index0 * vertexSize);
+		Math::Vector3d v1(vertexData + index1 * vertexSize);
+		Math::Vector3d v2(vertexData + index2 * vertexSize);
 
 		// Transform vertices or transform light?
 		Math::Vector3d vNormal = Math::Vector3d::crossProduct(v2 - v1, v1 - v0);
@@ -435,8 +433,8 @@ bool XMesh::updateShadowVol(ShadowVolume *shadow, Math::Matrix4 &modelMat, const
 	}
 
 	for (uint32 i = 0; i < numEdges; i++) {
-		Math::Vector3d v1(vertexData + edges[2 * i + 0] * XSkinMeshLoader::kVertexComponentCount + XSkinMeshLoader::kPositionOffset);
-		Math::Vector3d v2(vertexData + edges[2 * i + 1] * XSkinMeshLoader::kVertexComponentCount + XSkinMeshLoader::kPositionOffset);
+		Math::Vector3d v1(vertexData + edges[2 * i + 0] * vertexSize);
+		Math::Vector3d v2(vertexData + edges[2 * i + 1] * vertexSize);
 		Math::Vector3d v3 = v1 - invLight * extrusionDepth;
 		Math::Vector3d v4 = v2 - invLight * extrusionDepth;
 
@@ -457,10 +455,11 @@ bool XMesh::pickPoly(Math::Vector3d *pickRayOrig, Math::Vector3d *pickRayDir) {
 	if (!_blendedMesh)
 		return false;
 
-	float *vertexData = _blendedMesh->_meshLoader->_vertexData;
+	float *vertexData = (float *)_blendedMesh->getVertexBuffer().ptr();
 	if (vertexData == nullptr) {
 		return false;
 	}
+	uint32 vertexSize = DXGetFVFVertexSize(_blendedMesh->getFVF()) / sizeof(float);
 
 	bool res = false;
 
@@ -472,11 +471,11 @@ bool XMesh::pickPoly(Math::Vector3d *pickRayOrig, Math::Vector3d *pickRayDir) {
 		uint32 index3 = indexData[i + 2];
 
 		Math::Vector3d v0;
-		v0.setData(&vertexData[index1 * XSkinMeshLoader::kVertexComponentCount + XSkinMeshLoader::kPositionOffset]);
+		v0.setData(&vertexData[index1 * vertexSize]);
 		Math::Vector3d v1;
-		v1.setData(&vertexData[index2 * XSkinMeshLoader::kVertexComponentCount + XSkinMeshLoader::kPositionOffset]);
+		v1.setData(&vertexData[index2 * vertexSize]);
 		Math::Vector3d v2;
-		v2.setData(&vertexData[index3 * XSkinMeshLoader::kVertexComponentCount + XSkinMeshLoader::kPositionOffset]);
+		v2.setData(&vertexData[index3 * vertexSize]);
 
 		if (isnan(v0.x()))
 			continue;
@@ -539,22 +538,22 @@ bool XMesh::restoreDeviceObjects() {
 }
 
 void XMesh::updateBoundingBox() {
-	float *vertexData = _blendedMesh->_meshLoader->_vertexData;
+	float *vertexData = (float *)_blendedMesh->getVertexBuffer().ptr();
 	if (vertexData == nullptr) {
 		return;
 	}
-
+	uint32 vertexSize = DXGetFVFVertexSize(_blendedMesh->getFVF()) / sizeof(float);
 	uint32 vertexCount = _blendedMesh->getNumVertices();
 	if (vertexCount == 0) {
 		return;
 	}
 
-	_BBoxStart.setData(&vertexData[0 + XSkinMeshLoader::kPositionOffset]);
-	_BBoxEnd.setData(&vertexData[0 + XSkinMeshLoader::kPositionOffset]);
+	_BBoxStart.setData(&vertexData[0]);
+	_BBoxEnd.setData(&vertexData[0]);
 
 	for (uint16 i = 1; i < vertexCount; ++i) {
 		Math::Vector3d v;
-		v.setData(&vertexData[i * XSkinMeshLoader::kVertexComponentCount + XSkinMeshLoader::kPositionOffset]);
+		v.setData(&vertexData[i * vertexSize]);
 
 		_BBoxStart.x() = MIN(_BBoxStart.x(), v.x());
 		_BBoxStart.y() = MIN(_BBoxStart.y(), v.y());
diff --git a/engines/wintermute/base/gfx/xskinmesh_loader.cpp b/engines/wintermute/base/gfx/xskinmesh_loader.cpp
index 0d58fe8e59e..d34d5658d2a 100644
--- a/engines/wintermute/base/gfx/xskinmesh_loader.cpp
+++ b/engines/wintermute/base/gfx/xskinmesh_loader.cpp
@@ -33,56 +33,9 @@
 namespace Wintermute {
 
 XSkinMeshLoader::XSkinMeshLoader(DXMesh *dxmesh) {
-	_vertexCount = dxmesh->getNumVertices();
-	// vertex format for .X meshes will be position + normals + textures
-	_vertexData = new float[kVertexComponentCount * _vertexCount]();
-
-	auto fvf = dxmesh->getFVF();
-	uint32 vertexSize = DXGetFVFVertexSize(fvf) / sizeof(float);
-	float *vertexBuffer = (float *)dxmesh->getVertexBuffer().ptr();
-	uint32 offset = 0, normalOffset = 0, textureOffset = 0;
-
-	if (fvf & DXFVF_XYZ) {
-		offset += sizeof(DXVector3) / sizeof(float);
-	}
-	if (fvf & DXFVF_NORMAL) {
-		normalOffset = offset;
-		offset += sizeof(DXVector3) / sizeof(float);
-	}
-	if (fvf & DXFVF_DIFFUSE) {
-		offset += sizeof(DXColorValue) / sizeof(float);
-	}
-	if (fvf & DXFVF_TEX1) {
-		textureOffset = offset;
-		offset += sizeof(DXVector2) / sizeof(float);
-	}
-
-	for (uint i = 0; i < _vertexCount; ++i) {
-		for (int j = 0; j < 3; ++j) {
-			_vertexData[i * kVertexComponentCount + kPositionOffset + j] = vertexBuffer[i * vertexSize + j];
-		}
-
-		// mirror z coordinate to change to OpenGL coordinate system
-		_vertexData[i * kVertexComponentCount + kPositionOffset + 2] *= -1.0f;
-
-		if (fvf & DXFVF_NORMAL) {
-			for (int j = 0; j < 3; ++j) {
-				_vertexData[i * kVertexComponentCount + kNormalOffset + j] = vertexBuffer[i * vertexSize + normalOffset + j];
-			}
-
-			// mirror z coordinate to change to OpenGL coordinate system
-			_vertexData[i * kVertexComponentCount + kNormalOffset + 2] *= -1.0f;
-		}
-
-		if (fvf & DXFVF_TEX1) {
-			_vertexData[i * kVertexComponentCount + kTextureCoordOffset + 0] = vertexBuffer[i * vertexSize + textureOffset + 0];
-			_vertexData[i * kVertexComponentCount + kTextureCoordOffset + 1] = vertexBuffer[i * vertexSize + textureOffset + 1];
-		}
-	}
 }
 
 XSkinMeshLoader::~XSkinMeshLoader() {
-	delete[] _vertexData;
 }
 
 } // namespace Wintermute
diff --git a/engines/wintermute/base/gfx/xskinmesh_loader.h b/engines/wintermute/base/gfx/xskinmesh_loader.h
index b701270faa8..b5ae6009c0e 100644
--- a/engines/wintermute/base/gfx/xskinmesh_loader.h
+++ b/engines/wintermute/base/gfx/xskinmesh_loader.h
@@ -57,15 +57,6 @@ public:
 	virtual ~XSkinMeshLoader();
 
 protected:
-	static const int kVertexComponentCount = 8;
-	static const int kPositionOffset = 5;
-	static const int kTextureCoordOffset = 0;
-	static const int kNormalOffset = 2;
-
-protected:
-
-	float *_vertexData;
-	uint32 _vertexCount;
 
 	BaseArray<Math::Matrix4 *> _boneMatrices;
 	BaseArray<SkinWeights> _skinWeightsList;




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