{
v3f co,
norm;
- v4f colour;
v2f uv;
+ u8 colour[4];
+ u16 weights[4];
+ u8 groups[4];
};
struct mdl_submesh
v3f s;
union{ u32 submesh_start, sub_uid; };
+
u32
submesh_count,
classtype,
offset,
+ children,
pstr_name;
};
submesh_count, submesh_offset,
material_count, material_offset,
node_count, node_offset,
- strings_offset, entdata_offset;
+ strings_offset, entdata_offset,
+ anim_count, anim_offset;
};
/*
{
u32 pstr_name;
u32 id_start;
+ v3f colour;
+};
+
+struct classtype_bone
+{
+ u32 deform;
+};
+
+struct classtype_skeleton
+{
+ u32 anim_start,
+ anim_count;
+};
+
+struct classtype_skin
+{
+ u32 skeleton;
};
#pragma pack(pop)
glBufferData( GL_ELEMENT_ARRAY_BUFFER, indice_count*sizeof(u32),
indices, GL_STATIC_DRAW );
+ /* 0: coordinates */
glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0 );
glEnableVertexAttribArray( 0 );
+ /* 1: normal */
glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE,
stride, (void *)offsetof(mdl_vert, norm) );
glEnableVertexAttribArray( 1 );
- glVertexAttribPointer( 2, 4, GL_FLOAT, GL_FALSE,
- stride, (void *)offsetof(mdl_vert, colour) );
+ /* 2: uv */
+ glVertexAttribPointer( 2, 2, GL_FLOAT, GL_FALSE,
+ stride, (void *)offsetof(mdl_vert, uv) );
glEnableVertexAttribArray( 2 );
- glVertexAttribPointer( 3, 2, GL_FLOAT, GL_FALSE,
- stride, (void *)offsetof(mdl_vert, uv) );
+ /* 3: colour */
+ glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE, GL_TRUE,
+ stride, (void *)offsetof(mdl_vert, colour) );
glEnableVertexAttribArray( 3 );
+
+ /* 4: weights */
+ glVertexAttribPointer( 4, 4, GL_UNSIGNED_SHORT, GL_TRUE,
+ stride, (void *)offsetof(mdl_vert, weights) );
+ glEnableVertexAttribArray( 4 );
+
+ /* 5: groups */
+ glVertexAttribIPointer( 5, 4, GL_UNSIGNED_BYTE,
+ stride, (void *)offsetof(mdl_vert, groups) );
+ glEnableVertexAttribArray( 5 );
+
VG_CHECK_GL();
mesh->indice_count = indice_count;