#include "common.h"
-
enum mdl_shader
{
k_shader_standard = 0,
k_shader_standard_cutout = 1,
k_shader_terrain_blend = 2,
k_shader_standard_vertex_blend = 3,
- k_shader_water = 4
+ k_shader_water = 4,
+ k_shader_invisible = 5,
+ k_shader_boundary = 6
};
enum mdl_surface_prop
enum material_flag
{
- k_material_flag_skate_surface = 0x1,
+ k_material_flag_skate_target = 0x1,
k_material_flag_collision = 0x2,
k_material_flag_grow_grass = 0x4,
- k_material_flag_grind_surface = 0x8
+ k_material_flag_grindable = 0x8,
+ k_material_flag_invisible = 0x10,
+ k_material_flag_boundary = 0x20
};
#pragma pack(push,1)
u32 submesh_start,
submesh_count,
pstr_name,
- flags,
+ entity_id, /* upper 16 bits: type, lower 16 bits: index */
armature_id;
};
struct mdl_texture
{
mdl_file file;
- u32 type;
+ u32 glname;
};
struct mdl_array
return 0;
}
+VG_STATIC const char *mdl_pstr( mdl_context *mdl, u32 pstr );
VG_STATIC
void mdl_fread_pack_file( mdl_context *mdl, mdl_file *info, void *dst )
{
+ if( !info->pack_size ){
+ vg_warn( "path: %s\n", mdl_pstr( mdl, info->pstr_path ) );
+ vg_fatal_exit_loop( "Packed file is only a header; it is not packed" );
+ }
+
fseek( mdl->file, mdl->pack_base_offset+info->pack_offset, SEEK_SET );
u64 l = fread( dst, info->pack_size, 1, mdl->file );
return mdl_load_array( mdl, &mdl->keyframes, "mdl_keyframe", lin_alloc );
}
-#if 0
-VG_STATIC int mdl_load_pack_block( mdl_context *mdl, void *lin_alloc )
-{
- return mdl_load_array( mdl, &mdl->pack, "pack", lin_alloc );
-}
-#endif
-
/*
* if calling mdl_open, and the file does not exist, the game will fatal quit
*/