- Timestamp:
- May 24, 2005, 11:24:14 PM (19 years ago)
- File:
-
- 1 edited
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orxonox/trunk/src/lib/graphics/importer/md2Model.cc
r4282 r4284 68 68 69 69 /******************************************************************************** 70 * MD2Model * 71 ********************************************************************************/ 72 70 * MD2Model * ********************************************************************************/ 71 72 /* 73 \brief simple constructor initializing all variables 74 */ 73 75 MD2Model::MD2Model() 74 76 { … … 80 82 } 81 83 82 84 /* 85 \brief simple destructor, dereferencing all variables 86 87 this is where the ressource manager is cleaning the stuff 88 */ 83 89 MD2Model::~MD2Model() 84 90 { … … 86 92 } 87 93 88 94 /* 95 \brief load model 96 \param name of the model file 97 \return true if everything worked out smoothly 98 */ 89 99 bool MD2Model::loadModel(const char* fileName) 90 100 { … … 93 103 94 104 105 /* 106 \brief load the skin as a material 107 \param name of the texture file 108 \return true if ok 109 */ 95 110 bool MD2Model::loadSkin(const char* fileName) 96 111 { … … 122 137 123 138 139 /* 140 \brief sets the animation type 141 \param animation type 142 143 the animation types can be looked up in the animationType table 144 */ 124 145 void MD2Model::setAnim(int type) 125 146 { … … 140 161 141 162 163 /* 164 \brief sets the time in seconds passed since the last tick 165 \param time in sec 166 */ 142 167 void MD2Model::tick(float time) 143 168 { … … 146 171 147 172 173 /* 174 \brief draws the model: interface for all other classes out in the world 175 */ 148 176 void MD2Model::draw() 149 177 { … … 159 187 160 188 189 /* 190 \brief this is an internal function to render this special frame selected by animate() 191 */ 161 192 void MD2Model::renderFrame() 162 193 { … … 200 231 201 232 233 /* 234 \brief animates the current model 235 236 depending on the time passed (tick function), the player will select another model 237 */ 202 238 void MD2Model::animate() 203 239 { … … 222 258 223 259 224 /* hhmmm... id used a very different way to do lightning... */ 260 /* 261 \brief this is how id is precessing their lightning 262 263 the details of how the whole lighting process is beeing handled - i have no idea... :) 264 */ 225 265 void MD2Model::processLighting() 226 266 { … … 228 268 } 229 269 230 270 /* 271 \brief prints out debug informations 272 */ 231 273 void MD2Model::debug() 232 274 { … … 246 288 ********************************************************************************/ 247 289 248 290 /* 291 \brief simple constructor 292 */ 249 293 MD2Data::MD2Data() 250 294 { … … 261 305 262 306 307 /* 308 \brief simple destructor 309 310 this will clean out all the necessary data for a specific md2model 311 */ 263 312 MD2Data::~MD2Data() 264 313 { … … 270 319 271 320 321 /* 322 \brief this will load the whole model data (vertices, opengl command list, ...) 323 \param name to the model file 324 \return true if success 325 */ 272 326 bool MD2Data::loadModel(const char* fileName) 273 327 { … … 335 389 336 390 391 /* 392 \brief loads the skin/material stuff 393 \param name of the skin file 394 \return true if success 395 */ 337 396 bool MD2Data::loadSkin(const char* fileName) 338 397 {
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