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source: orxonox.OLD/branches/terrain/src/lib/graphics/importer/md2/md2Model.cc

Last change on this file was 10114, checked in by patrick, 18 years ago

merged network back to trunk

File size: 18.3 KB
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[4682]1/*
[4245]2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Patrick Boenzli
13*/
14
15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
16
17#include "md2Model.h"
18#include "material.h"
19
[5075]20#include "debug.h"
[9869]21#include "resource_md2.h"
[4246]22
[4245]23
[9869]24ObjectListDefinition(MD2Model);
[4245]25
[4682]26//! the model anorms
[4276]27sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = {
[9869]28#include "anorms.h"
29    };
[4245]30
[4459]31//! anormal dots, no idea of how this shall work, but it does
[4276]32float MD2Model::anormsDots[SHADEDOT_QUANT][256] = {
[9869]33#include "anormtab.h"
34    };
[4245]35
36
[4682]37//! the angle under which the model is viewd, used internaly
[4245]38float md2Angle = 0.0f;
39
40
[4459]41//! list of all different animations a std md2model supports
[9235]42sAnim MD2Model::animationList[22] =
[4245]43  {
[9869]44    // begin, end, fps, interruptable
[6222]45    {   0,  39,  9, 1 },   //!< STAND
46    {  40,  45, 10, 1 },   //!< RUN
47    {  46,  53, 10, 0 },   //!< ATTACK
48    {  54,  57,  7, 1 },   //!< PAIN_A
49    {  58,  61,  7, 1 },   //!< PAIN_B
50    {  62,  65,  7, 1 },   //!< PAIN_C
51    {  66,  71,  7, 0 },   //!< JUMP
52    {  72,  83,  7, 1 },   //!< FLIP
53    {  84,  94,  7, 1 },   //!< SALUTE
54    {  95, 111, 10, 1 },   //!< FALLBACK
55    { 112, 122,  7, 1 },   //!< WAVE
56    { 123, 134,  6, 1 },   //!< POINTT
57    { 135, 153, 10, 1 },   //!< CROUCH_STAND
58    { 154, 159,  7, 1 },   //!< CROUCH_WALK
59    { 160, 168, 10, 1 },   //!< CROUCH_ATTACK
60    { 196, 172,  7, 1 },   //!< CROUCH_PAIN
61    { 173, 177,  5, 0 },   //!< CROUCH_DEATH
[7114]62    { 178, 183,  10, 0 },   //!< DEATH_FALLBACK
63    { 184, 189,  10, 0 },   //!< DEATH_FALLFORWARD
64    { 190, 197,  10, 0 },   //!< DEATH_FALLBACKSLOW
[6222]65    { 198, 198,  5, 1 },   //!< BOOM
[9235]66    {  199, 204, 10, 1 },  //!< WALK (only for spectial models)
[4245]67  };
68
69
70
71/********************************************************************************
[4459]72 *   MD2Model                                                                   *
73 ********************************************************************************/
[4245]74
[9869]75MD2Model::MD2Model()
76  : data(new MD2Data())
77{
78  this->init();
79}
80
81#include "resource_md2.h"
[4461]82/**
[4284]83  \brief simple constructor initializing all variables
84*/
[7221]85MD2Model::MD2Model(const std::string& modelFileName, const std::string& skinFileName, float scale)
[9869]86    : data(new MD2Data())
[4245]87{
[9869]88  this->init();
[7059]89  this->scaleFactor = scale;
90
[9869]91  this->data = ResourceMD2(modelFileName, skinFileName, scale).data;
92  rebuildInfo();
[6222]93
[10114]94  this->debug();
[9869]95}
[7068]96
[9869]97MD2Model::MD2Model(const MD2Model& model)
98  : data(model.data)
99{
100  this->init();
[10114]101
102  this->scaleFactor = model.scaleFactor;
103
[9869]104  this->rebuildInfo();
105}
106
107MD2Model& MD2Model::operator=(const MD2Model& md2model)
108{
[10114]109  this->init();
110  this->scaleFactor = md2model.scaleFactor;
[9869]111  this->data = md2model.data;
112  this->rebuildInfo();
113  return *this;
114}
115
116void MD2Model::rebuildInfo()
117{
118  //write the modelinfo information
[7068]119  this->pModelInfo.numVertices = this->data->numVertices;
120  this->pModelInfo.numTriangles = this->data->numTriangles;
121  this->pModelInfo.numNormals = 0;
122  this->pModelInfo.numTexCoor = this->data->numTexCoor;
123  this->pModelInfo.pVertices = (float*)this->data->pVertices;
124  this->pModelInfo.pNormals = NULL;
125  this->pModelInfo.pTexCoor = (float*)this->data->pTexCoor;
126
[8894]127
[7068]128  // triangle conversion
[9869]129  if (this->pModelInfo.pTriangles != NULL)
130    delete[] this->pModelInfo.pTriangles;
[7068]131  this->pModelInfo.pTriangles = new sTriangleExt[this->data->numTriangles];
132  for( int i = 0; i < this->data->numTriangles; i++)
133  {
134    this->pModelInfo.pTriangles[i].indexToVertices[0] = this->data->pTriangles[i].indexToVertices[0];
135    this->pModelInfo.pTriangles[i].indexToVertices[1] = this->data->pTriangles[i].indexToVertices[1];
136    this->pModelInfo.pTriangles[i].indexToVertices[2] = this->data->pTriangles[i].indexToVertices[2];
137
138    this->pModelInfo.pTriangles[i].indexToTexCoor[0] = this->data->pTriangles[i].indexToTexCoor[0];
139    this->pModelInfo.pTriangles[i].indexToTexCoor[1] = this->data->pTriangles[i].indexToTexCoor[1];
140    this->pModelInfo.pTriangles[i].indexToTexCoor[2] = this->data->pTriangles[i].indexToTexCoor[2];
141  }
[4245]142}
143
[9869]144bool MD2Model::load(const std::string& modelFileName, const std::string& skinFileName, float scale)
145{
146  this->data = MD2Data::Pointer(new MD2Data(modelFileName, skinFileName, scale));
147  this->rebuildInfo();
[10114]148
149  // init the animation - do not remove
150  this->tick( 0.01);
151
152  return true;
[9869]153}
[7068]154
[9869]155
[4461]156/**
[4284]157  \brief simple destructor, dereferencing all variables
[4245]158
[4284]159  this is where the ressource manager is cleaning the stuff
160*/
[4276]161MD2Model::~MD2Model()
[4245]162{
[7732]163  this->pModelInfo.pVertices = NULL;
164  this->pModelInfo.pNormals = NULL;
165  this->pModelInfo.pTexCoor = NULL;
166  this->pModelInfo.pTriangles = NULL;
[9869]167}
[7732]168
[9869]169
170void MD2Model::init()
171{
172  this->registerObject(this, MD2Model::_objectList);
173  /* this creates the data container via ressource manager */
174  if( unlikely(this->data.isNull()))
175    PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n");
176
177  this->scaleFactor = 1.0f;
178  this->animationSpeed = 1.0f;
179
180  shadeDots = MD2Model::anormsDots[0];
181  /* set the animation stat mannualy */
182  this->animationState.type = STAND;
183  this->animationState.numPlays = 1;
184  this->setAnimation(STAND);
[4245]185}
186
187/**
[4836]188 *  initializes an array of vert with the current frame scaled vertices
[6222]189 * @param this->verticesList: the list of vertices to interpolate between
[4245]190
191   we won't use the pVertices array directly, since its much easier and we need
192   saving of data anyway
193*/
[6222]194void MD2Model::interpolate(/*sVec3D* this->verticesList*/)
[4245]195{
196  sVec3D* currVec;
197  sVec3D* nextVec;
198
[4281]199  currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame];
200  nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame];
[4245]201
[5086]202  for( int i = 0; i < this->data->numVertices; ++i)
[9869]203  {
204    this->verticesList[i][0] = currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0]);
205    this->verticesList[i][1] = currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1]);
206    this->verticesList[i][2] = currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2]);
207  }
[4245]208}
209
210
[4461]211/**
[8894]212 * sets the animation type
213 * @param firstFrame: index of the first frame
214 * @param lastFrame: index of the last frame
215 * @param fps: frames per second
216 * @param bStoppable: is 1 if so, 0 else
217 */
218void MD2Model::setAnimation(int firstFrame, int lastFrame, int fps, int bStoppable, int animPlayback)
219{
220  this->animationState.startFrame = firstFrame;
221  this->animationState.endFrame = lastFrame;
222  this->animationState.nextFrame = firstFrame + 1;
223  this->animationState.fps = fps;
224  this->animationState.type = 0;
225  this->animationState.numPlays = 0;
226  this->animationState.animPlaybackMode = animPlayback;
227
228  this->animationState.interpolationState = 0.0f;
229  this->animationState.localTime = 0.0f;
230  this->animationState.lastTime = 0.0f;
231  this->animationState.currentFrame = firstFrame;
232}
233
234/**
[4284]235  \brief sets the animation type
[4836]236* @param type: animation type
[4284]237
238  the animation types can be looked up in the animationType table
239*/
[8439]240void MD2Model::setAnimation(int type, int animPlayback)
[4245]241{
242  if( (type < 0) || (type > MAX_ANIMATIONS) )
[5087]243    type = STAND;
[4245]244
[6222]245  if( MD2Model::animationList[this->animationState.type].bStoppable == 0)
246  {
247    if( this->animationState.numPlays == 0 )
248      return;
249  }
250
[4245]251  this->animationState.startFrame = animationList[type].firstFrame;
252  this->animationState.endFrame = animationList[type].lastFrame;
253  this->animationState.nextFrame = animationList[type].firstFrame + 1;
254  this->animationState.fps = animationList[type].fps;
255  this->animationState.type = type;
[6222]256  this->animationState.numPlays = 0;
[7071]257  this->animationState.animPlaybackMode = animPlayback;
[4682]258
[5087]259  this->animationState.interpolationState = 0.0f;
260  this->animationState.localTime = 0.0f;
261  this->animationState.lastTime = 0.0f;
[4245]262  this->animationState.currentFrame = animationList[type].firstFrame;
263}
264
265
[4461]266/**
[4284]267  \brief sets the time in seconds passed since the last tick
[4836]268* @param time: in sec
[4284]269*/
[4276]270void MD2Model::tick(float time)
[4245]271{
[8894]272  this->animate(time * this->animationSpeed);
[6222]273  this->processLighting();
274  this->interpolate(/*this->verticesList*/);
[4245]275}
276
277
[4461]278/**
[6022]279 * @brief draws the model: interface for all other classes out in the world
280 */
[6222]281void MD2Model::draw() const
[4245]282{
283  glPushMatrix();
[5087]284  this->renderFrame();
[6222]285  // renderFrameTriangles();
[4245]286  glPopMatrix();
[4682]287}
[4245]288
289
[4461]290/**
[4284]291  \brief this is an internal function to render this special frame selected by animate()
292*/
[6222]293void MD2Model::renderFrame() const
[4245]294{
[4281]295  int* pCommands = this->data->pGLCommands;
[4245]296
297  /* some face culling stuff */
298  glPushAttrib(GL_POLYGON_BIT);
299  glFrontFace(GL_CW);
300  glEnable(GL_CULL_FACE);
301  glCullFace(GL_BACK);
[4682]302
[7123]303  this->data->material.select();
[4245]304
305  /* draw the triangles */
306  while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */
[9869]307  {
308    if( i < 0)
[4245]309    {
[9869]310      glBegin(GL_TRIANGLE_FAN);
311      i = -i;
312    }
313    else
314    {
315      glBegin(GL_TRIANGLE_STRIP);
316    }
[4245]317
[9869]318    for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */
319    {
320      glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] );
321      glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]);
322      glVertex3fv(this->verticesList[pCommands[2]]);
[10114]323//       printf("vertex: %f, %f, %f\n", this->verticesList[pCommands[2]][0], this->verticesList[pCommands[2]][1], this->verticesList[pCommands[2]][2]);
[9869]324    }
325    glEnd();
[4717]326
[9869]327  }
[4245]328  glDisable(GL_CULL_FACE);
329  glPopAttrib();
330}
331
332
[6222]333void MD2Model::renderFrameTriangles() const
334{
335  //static sVec3D this->verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */
[10114]336  //  int* pCommands = this->data->pGLCommands;
[6222]337  /* some face culling stuff */
[9869]338  //   glPushAttrib(GL_POLYGON_BIT);
339  //   glFrontFace(GL_CW);
340  //   glEnable(GL_CULL_FACE);
341  //   glCullFace(GL_BACK);
342  //
343  //   this->processLighting();
344  //   this->interpolate(/*this->verticesList*/);
[7123]345  this->data->material.select();
[6222]346
347  /* draw the triangles */
348  glBegin(GL_TRIANGLES);
349
350  for( int i = 0, k = 0; i < this->data->numTriangles; ++i, k += 3)
351  {
352    float* v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]];
353
354    printf("triangle: %i\n", i);
355    printf("     v0: (%f, %f, %f)\n", v[0], v[1], v[2]);
356    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]];
357    printf("     v1: (%f, %f, %f)\n", v[0], v[1], v[2]);
358    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]];
359    printf("     v2: (%f, %f, %f)\n", v[0], v[1], v[2]);
360
361
362    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
363    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]]);
364
365    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
366    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]]);
367
368    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
369    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]]);
370  }
371
372  glEnd();
373}
374
375
[4461]376/**
[4284]377  \brief animates the current model
378
379  depending on the time passed (tick function), the player will select another model
380*/
[6222]381void MD2Model::animate(float time)
[4280]382{
[6222]383  this->animationState.localTime += time;
384
[4280]385  if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps))
[9869]386  {
387    this->animationState.currentFrame = this->animationState.nextFrame;
388    this->animationState.nextFrame++;
389
390    if( this->animationState.nextFrame > this->animationState.endFrame )
[4280]391    {
[9869]392      if( this->animationState.animPlaybackMode == MD2_ANIM_LOOP)
[6222]393      {
[9869]394        this->animationState.nextFrame = this->animationState.startFrame;
395        this->animationState.numPlays++;
[6222]396      }
[9869]397      else
398      {
399        this->animationState.nextFrame = this->animationState.endFrame;
400      }
[4280]401    }
[9869]402    this->animationState.lastTime = this->animationState.localTime;
403  }
[4280]404
[9869]405  //     if( this->animationState.currentFrame > (this->data->numFrames - 1) )
406  //       this->animationState.currentFrame = 0;
[4280]407
[9869]408  //     if( (this->animationState.nextFrame > (this->data->numFrames - 1)) && this->animationState.animPlaybackMode == MD2_ANIM_LOOP)
409  //     this->animationState.nextFrame = 0;
[7075]410
[4682]411  this->animationState.interpolationState = this->animationState.fps *
[9869]412      (this->animationState.localTime - this->animationState.lastTime);
[4280]413}
414
415
[4461]416/**
[4284]417  \brief this is how id is precessing their lightning
418
419  the details of how the whole lighting process is beeing handled - i have no idea... :)
420*/
[4280]421void MD2Model::processLighting()
422{
423  shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)];
424}
425
[4461]426
427/**
[4284]428  \brief prints out debug informations
429*/
[4276]430void MD2Model::debug()
[4245]431{
[4282]432  PRINT(0)("\n==========================| MD2Model::debug() |===\n");
[7221]433  PRINT(0)("=  Model FileName:\t%s\n", this->data->fileName.c_str());
434  PRINT(0)("=  Skin FileName:\t%s\n", this->data->skinFileName.c_str());
[4281]435  PRINT(0)("=  Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size
436  PRINT(0)("=  Number of Vertices:\t%i\n", this->data->header->numVertices);
437  PRINT(0)("=  Number of Frames: \t%i\n", this->data->header->numFrames);
[4282]438  PRINT(0)("=  Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth);
[10114]439  PRINT(0)("=  DATA:\n");
440  PRINT(0)("=  Number of references to data: %i\n", this->data.count());
[4245]441  PRINT(0)("===================================================\n\n");
442}
[4280]443
444
[4282]445/********************************************************************************
446 *   MD2Data                                                                    *
447 ********************************************************************************/
[4280]448
[9869]449MD2Data::MD2Data()
450{
451  this->init();
452}
453
[4461]454/**
[4284]455  \brief simple constructor
456*/
[7221]457MD2Data::MD2Data(const std::string& modelFileName, const std::string& skinFileName, float scale)
[4280]458{
[9869]459  this->init();
460  this->scaleFactor = scale * .1;
[7059]461
[9869]462  this->loadModel(modelFileName);
463  this->loadSkin(skinFileName);
[10114]464
465  PRINTF(0)("model %s, skin %s\n", modelFileName.c_str(), skinFileName.c_str());
[9869]466}
467
468void MD2Data::init()
469{
470  this->scaleFactor = 1.0;
[4280]471  this->pVertices = NULL;
472  this->pGLCommands = NULL;
[4682]473  this->pLightNormals = NULL;
[5085]474  this->pTexCoor = NULL;
[9869]475  this->header = NULL;
[4280]476
477  this->numFrames = 0;
478  this->numVertices = 0;
479  this->numGLCommands = 0;
[5085]480  this->numTexCoor = 0;
[4280]481}
482
[4461]483/**
[4284]484  \brief simple destructor
485
486  this will clean out all the necessary data for a specific md2model
487*/
[4280]488MD2Data::~MD2Data()
489{
[5235]490  delete this->header;
[4460]491
[4280]492  delete [] this->pVertices;
493  delete [] this->pGLCommands;
494  delete [] this->pLightNormals;
[5085]495  delete [] this->pTexCoor;
[4280]496}
497
498
499
[4461]500/**
[4284]501  \brief this will load the whole model data (vertices, opengl command list, ...)
[4836]502* @param fileName: the name of the model file
[4284]503  \return true if success
504*/
[7221]505bool MD2Data::loadModel(const std::string& fileName)
[4280]506{
507  FILE *pFile;                            //file stream
508  char* buffer;                           //buffer for frame data
509  sFrame* frame;                          //temp frame
510  sVec3D *pVertex;
511  int* pNormals;
512
[5284]513  //! @todo this chek should include deleting a loaded model (eventually)
[7221]514  if (fileName.empty())
[5284]515    return false;
516
[7221]517  pFile = fopen(fileName.c_str(), "rb");
[4682]518  if( unlikely(!pFile))
[9869]519  {
520    PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n");
521    return false;
522  }
[4280]523  this->header = new MD2Header;
524  fread(this->header, 1, sizeof(MD2Header), pFile);
525  /* check for the header version: make sure its a md2 file :) */
526  if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT))
[9869]527  {
528    PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName.c_str());
529    return false;
530  }
[4280]531
[7221]532  this->fileName =fileName;
[4280]533  /* got the data: map it to locals */
534  this->numFrames = this->header->numFrames;
535  this->numVertices = this->header->numVertices;
536  this->numTriangles = this->header->numTriangles;
537  this->numGLCommands = this->header->numGlCommands;
[5085]538  this->numTexCoor = this->header->numTexCoords;
[4280]539  /* allocate memory for the data storage */
540  this->pVertices = new sVec3D[this->numVertices * this->numFrames];
541  this->pGLCommands = new int[this->numGLCommands];
542  this->pLightNormals = new int[this->numVertices * this->numFrames];
[4787]543  this->pTriangles = new sTriangle[this->numTriangles];
[5085]544  this->pTexCoor = new sTexCoor[this->numTexCoor];
[4280]545  buffer = new char[this->numFrames * this->header->frameSize];
546
[4787]547
[4280]548  /* read frame data from the file to a temp buffer */
549  fseek(pFile, this->header->offsetFrames, SEEK_SET);
550  fread(buffer, this->header->frameSize, this->numFrames, pFile);
551  /* read opengl commands */
552  fseek(pFile, this->header->offsetGlCommands, SEEK_SET);
553  fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile);
[4787]554  /* triangle list */
555  fseek(pFile, this->header->offsetTriangles, SEEK_SET);
556  fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile);
[5085]557  /*  read in texture coordinates */
558  fseek(pFile, this->header->offsetTexCoords, SEEK_SET);
559  fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile);
[4280]560
[5087]561
[4280]562  for(int i = 0; i < this->numFrames; ++i)
[9869]563  {
564    frame = (sFrame*)(buffer + this->header->frameSize * i);
565    pVertex = this->pVertices + this->numVertices  * i;
566    pNormals = this->pLightNormals + this->numVertices * i;
567
568    for(int j = 0; j < this->numVertices; ++j)
[4280]569    {
[9869]570      /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)...  */
571      pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor;
572      pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor;
573      pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor;
[4280]574
[9869]575      //printf("vertex %i/%i: (%f, %f, %f)\n", j, this->numVertices, pVertex[j][0], pVertex[j][1], pVertex[j][2]);
[4682]576
[9869]577      pNormals[j] = frame->pVertices[j].lightNormalIndex;
[4280]578    }
[9869]579  }
580  PRINTF(4)("Finished loading the md2 file\n");
[4280]581
582  delete [] buffer;
583  fclose(pFile);
[10114]584
585  return true;
[4280]586}
587
588
[4461]589/**
[4284]590  \brief loads the skin/material stuff
[4836]591* @param fileName: name of the skin file
[4284]592  \return true if success
593*/
[7221]594bool MD2Data::loadSkin(const std::string& fileName)
[4280]595{
[7221]596  if( fileName.empty())
[9869]597  {
598    this->skinFileName = "";
599    return false;
600  }
[4459]601
[7221]602  this->skinFileName = fileName;
[4281]603
[7123]604  this->material.setName("md2ModelMaterial");
605  this->material.setDiffuseMap(fileName);
606  this->material.setIllum(3);
607  this->material.setAmbient(1.0, 1.0, 1.0);
[10114]608
609  return true;
[4280]610}
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