Commit ffb438d1 authored by hybrid's avatar hybrid

Minor changes and cleanup.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1292 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 22e7edbf
......@@ -86,32 +86,32 @@ namespace scene
struct SMD3Header
{
c8 headerID[4]; //id of file, always "IDP3"
s32 Version; //this is a version number, always 15
s32 Version; //this is a version number, always 15
s8 fileName[68]; //sometimes left Blank... 65 chars, 32bit aligned == 68 chars
s32 numFrames; //number of KeyFrames
s32 numTags; //number of 'tags' per frame
s32 numMeshes; //number of meshes/skins
s32 numFrames; //number of KeyFrames
s32 numTags; //number of 'tags' per frame
s32 numMeshes; //number of meshes/skins
s32 numMaxSkins; //maximum number of unique skins used in md3 file
s32 headerSize; //always equal to the length of this header
s32 tagStart; //starting position of tag-structures
s32 tagEnd; //ending position of tag-structures/starting position of mesh-structures
s32 headerSize; //always equal to the length of this header
s32 tagStart; //starting position of tag-structures
s32 tagEnd; //ending position of tag-structures/starting position of mesh-structures
s32 fileSize;
};
struct SMD3MeshHeader
{
c8 meshID[4]; //id, must be IDP3
c8 meshName[68]; //name of mesh 65 chars, 32 bit aligned == 68 chars
c8 meshID[4]; //id, must be IDP3
c8 meshName[68]; //name of mesh 65 chars, 32 bit aligned == 68 chars
s32 numFrames; //number of meshframes in mesh
s32 numShader; //number of skins in mesh
s32 numVertices; //number of vertices
s32 numTriangles; //number of Triangles
s32 numFrames; //number of meshframes in mesh
s32 numShader; //number of skins in mesh
s32 numVertices; //number of vertices
s32 numTriangles; //number of Triangles
s32 offset_triangles; //starting position of Triangle data, relative to start of Mesh_Header
s32 offset_shaders; //size of header
s32 offset_st; //starting position of texvector data, relative to start of Mesh_Header
s32 vertexStart; //starting position of vertex data,relative to start of Mesh_Header
s32 offset_shaders; //size of header
s32 offset_st; //starting position of texvector data, relative to start of Mesh_Header
s32 vertexStart; //starting position of vertex data,relative to start of Mesh_Header
s32 offset_end;
};
......
......@@ -137,10 +137,7 @@ namespace scene
virtual void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint ) = 0;
//! flags the meshbuffer as changed, reloads hardware buffers
virtual void setDirty(E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX) = 0;
virtual void setDirty(E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX) = 0;
virtual const u32 getChangedID() const = 0;
......
......@@ -436,7 +436,7 @@ public:
{
if (!str)
return false;
u32 i;
s32 i;
for(i=0; array[i] && str[i] && i < n; ++i)
if (array[i] != str[i])
return false;
......@@ -810,11 +810,11 @@ public:
const u32 whitespacecount = 4;
// find start and end of real string without whitespace
s32 begin = findFirstCharNotInList(whitespace, whitespacecount);
const s32 begin = findFirstCharNotInList(whitespace, whitespacecount);
if (begin == -1)
return (*this="");
s32 end = findLastCharNotInList(whitespace, whitespacecount);
const s32 end = findLastCharNotInList(whitespace, whitespacecount);
return (*this = subString(begin, (end +1) - begin));
}
......@@ -833,8 +833,6 @@ public:
--used;
}
private:
/*
T toLower(const T& t) const
......
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