{
for( u32 i=0; i<mdl_arrcount(&mdl->index); i++ ){
mdl_array *arr = mdl_arritm( &mdl->index, i );
{
for( u32 i=0; i<mdl_arrcount(&mdl->index); i++ ){
mdl_array *arr = mdl_arritm( &mdl->index, i );
const char *name, void *lin_alloc )
{
mdl_array *arr = mdl_find_array( mdl, name );
const char *name, void *lin_alloc )
{
mdl_array *arr = mdl_find_array( mdl, name );
{
return mdl_load_array( mdl, &mdl->keyframes, "mdl_keyframe", lin_alloc );
}
{
return mdl_load_array( mdl, &mdl->keyframes, "mdl_keyframe", lin_alloc );
}
{
memset( mdl, 0, sizeof( mdl_context ) );
mdl->file = fopen( path, "rb" );
{
memset( mdl, 0, sizeof( mdl_context ) );
mdl->file = fopen( path, "rb" );
{
q_m3x3( transform->q, mtx );
v3_muls( mtx[0], transform->s[0], mtx[0] );
{
q_m3x3( transform->q, mtx );
v3_muls( mtx[0], transform->s[0], mtx[0] );
mdl_pstreq( mdl_context *mdl, u32 pstr, const char *str, u32 djb2 )
{
u32 hash = *((u32 *)mdl_arritm( &mdl->strings, pstr ));
mdl_pstreq( mdl_context *mdl, u32 pstr, const char *str, u32 djb2 )
{
u32 hash = *((u32 *)mdl_arritm( &mdl->strings, pstr ));
mdl_vert *verts, u32 vert_count,
u32 *indices, u32 indice_count )
{
mdl_vert *verts, u32 vert_count,
u32 *indices, u32 indice_count )
{
{
glDrawElements( GL_TRIANGLES, count, GL_UNSIGNED_INT,
(void *)(start*sizeof(u32)) );
}
{
glDrawElements( GL_TRIANGLES, count, GL_UNSIGNED_INT,
(void *)(start*sizeof(u32)) );
}
{
for( u32 i=0; i<mdl_arrcount( &mdl->meshs ); i++ ){
mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
{
for( u32 i=0; i<mdl_arrcount( &mdl->meshs ); i++ ){
mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
{
struct payload_glmesh_load *job = payload;
mesh_upload( job->mesh, job->verts, job->vertex_count,
{
struct payload_glmesh_load *job = payload;
mesh_upload( job->mesh, job->verts, job->vertex_count,
{
mdl_array *arr_vertices = mdl_find_array( mdl, "mdl_vert" );
mdl_array *arr_indices = mdl_find_array( mdl, "mdl_indice" );
{
mdl_array *arr_vertices = mdl_find_array( mdl, "mdl_vert" );
mdl_array *arr_indices = mdl_find_array( mdl, "mdl_indice" );
mdl_async_load_glmesh( mdl, &mdl->mesh );
for( u32 i=0; i<mdl_arrcount( &mdl->textures ); i ++ ){
mdl_async_load_glmesh( mdl, &mdl->mesh );
for( u32 i=0; i<mdl_arrcount( &mdl->textures ); i ++ ){