Changeset 4226 in orxonox.OLD for orxonox/branches/md2_loader/src
- Timestamp:
- May 19, 2005, 10:34:39 PM (20 years ago)
- File:
-
- 1 edited
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orxonox/branches/md2_loader/src/lib/graphics/importer/md2Model.cc
r4225 r4226 514 514 515 515 this->textureID = 0; 516 this->scaleFactor = 0.001f;516 this->scaleFactor = 1.0f; 517 517 518 518 this->setAnim(STAND); … … 573 573 { 574 574 /* 575 575 faster but evt. buggy 576 576 frame = (sFrame*)(buffer + header.frameSize * i); 577 577 pVertex = this->pVertices + this->numVertices * i; … … 589 589 pVertex[j][2] = (frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]; 590 590 591 printf("pVertex %f, %f, %f\n", pVertex[j][0], pVertex[j][1], pVertex[j][2]);591 //printf("pVertex %f, %f, %f\n", pVertex[j][0], pVertex[j][1], pVertex[j][2]); 592 592 593 593 pNormals[j] = frame->pVertices[j].lightNormalIndex; … … 623 623 nextVec = &this->pVertices[this->numVertices * this->animationState.nextFrame]; 624 624 625 626 625 //printf("currVec: %f, %f, %f\n", currVec[0][0], currVec[0][1], currVec[0][2]); 626 //printf("nextVec: %f, %f, %f\n", nextVec[0][0], nextVec[1][1], nextVec[2][2]); 627 627 628 629 630 628 //printf("numFrames: %i\n", this->numFrames); 629 // printf("currentFrame: %i\n", this->animationState.currentFrame); 630 631 631 //for(int i = 0; i < this->numFrames; ++i) 632 632 for(int i = 0; i < this->numVertices; ++i) … … 655 655 type = 0; 656 656 657 this->animationState.startFrame = animationList[type].firstFrame;658 this->animationState.endFrame = animationList[type].lastFrame;659 this->animationState.nextFrame = animationList[type].firstFrame + 1;660 this->animationState.fps = animationList[type].fps;661 this->animationState.type = type;662 663 this->animationState.interpolationState = 0.0;664 this->animationState.localTime = 0.0;665 this->animationState.lastTime = 0.0;666 this->animationState.currentFrame = animationList[type].firstFrame;657 this->animationState.startFrame = animationList[type].firstFrame; 658 this->animationState.endFrame = animationList[type].lastFrame; 659 this->animationState.nextFrame = animationList[type].firstFrame + 1; 660 this->animationState.fps = animationList[type].fps; 661 this->animationState.type = type; 662 663 this->animationState.interpolationState = 0.0; 664 this->animationState.localTime = 0.0; 665 this->animationState.lastTime = 0.0; 666 this->animationState.currentFrame = animationList[type].firstFrame; 667 667 } 668 668 … … 761 761 /* draw the triangles */ 762 762 /* \todo: take int i out of while loop */ 763 while( false /*int i = *(pCommands++)*/) /* strange looking while loop for maximum performance */763 while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */ 764 764 { 765 765 int i;
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