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Added VertexArray & co. classes to simplify a flexible, render path dependent
vertex array layout. Add CModelDefRData, a per-CModelDef render data class. This was SVN commit r2826.
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@@ -16,7 +16,7 @@
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// CModelDef Constructor
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CModelDef::CModelDef()
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: m_pVertices(0), m_NumVertices(0), m_pFaces(0), m_NumFaces(0), m_Bones(0), m_NumBones(0),
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m_NumPropPoints(0), m_PropPoints(0)
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m_NumPropPoints(0), m_PropPoints(0), m_RenderData(0)
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{
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}
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@@ -24,6 +24,7 @@ CModelDef::CModelDef()
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// CModelDef Destructor
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CModelDef::~CModelDef()
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{
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delete m_RenderData;
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delete[] m_pVertices;
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delete[] m_pFaces;
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delete[] m_Bones;
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@@ -132,3 +133,12 @@ void CModelDef::Save(const char* filename,const CModelDef* mdef)
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packer.Write(filename);
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}
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// Set render data. This can only be done once at the moment.
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// TODO: Is there a need to re-create render data? Perhaps reacting to render path changes?
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void CModelDef::SetRenderData(CSharedRenderData* data)
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{
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debug_assert(m_RenderData == 0);
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m_RenderData = data;
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}
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