i hope your hapy
[carveJwlIkooP6JGAAIwe30JlM.git] / scene.h
diff --git a/scene.h b/scene.h
index fb758eb5a3e47edb0a6396db06886d1c1a99628e..cd1a8ea10689b5eb0c9303209b43dfa0b2c35ff3 100644 (file)
--- a/scene.h
+++ b/scene.h
@@ -78,8 +78,7 @@ VG_STATIC void scene_vert_pack_norm( scene_vert *vert, v3f norm )
 VG_STATIC void scene_add_mdl_submesh( scene *pscene, mdl_context *mdl, 
                                       mdl_submesh *sm, m4x3f transform )
 {
-   if( pscene->vertex_count + sm->vertex_count > pscene->max_vertices )
-   {
+   if( pscene->vertex_count + sm->vertex_count > pscene->max_vertices ){
       vg_error( "%u(current) + %u > %u\n", pscene->vertex_count,
                                            sm->vertex_count,
                                            pscene->max_vertices );
@@ -88,8 +87,7 @@ VG_STATIC void scene_add_mdl_submesh( scene *pscene, mdl_context *mdl,
       vg_fatal_exit_loop( "Scene vertex buffer overflow" );
    }
 
-   if( pscene->indice_count + sm->indice_count > pscene->max_indices )
-   {
+   if( pscene->indice_count + sm->indice_count > pscene->max_indices ){
       vg_error( "%u(current) + %u > %u\n", pscene->indice_count,
                                            sm->indice_count,
                                            pscene->max_indices );
@@ -98,10 +96,10 @@ VG_STATIC void scene_add_mdl_submesh( scene *pscene, mdl_context *mdl,
       vg_fatal_exit_loop( "Scene index buffer overflow" );
    }
 
-   mdl_vert   *src_verts =  mdl_submesh_vertices( mdl, sm );
+   mdl_vert   *src_verts = mdl_arritm( &mdl->verts, sm->vertex_start );
    scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
 
-   u32 *src_indices    =  mdl_submesh_indices( mdl, sm ),
+   u32 *src_indices    =  mdl_arritm( &mdl->indices, sm->indice_start ),
        *dst_indices    = &pscene->arrindices[ pscene->indice_count ];
    
    /* Transform and place vertices */
@@ -116,8 +114,7 @@ VG_STATIC void scene_add_mdl_submesh( scene *pscene, mdl_context *mdl,
    v3_normalize( normal_matrix[1] );
    v3_normalize( normal_matrix[2] );
    
-   for( u32 i=0; i<sm->vertex_count; i++ )
-   {
+   for( u32 i=0; i<sm->vertex_count; i++ ){
       mdl_vert   *src   = &src_verts[ i ];
       scene_vert *pvert = &dst_verts[ i ];