New level format: meshes

This commit is contained in:
MontyTRC89 2020-07-03 07:05:33 +02:00
parent eaf358f6ae
commit 7ff7397fa7
40 changed files with 368 additions and 2064 deletions

View file

@ -24,12 +24,12 @@ DebrisFragment* GetFreeDebrisFragment()
void ShatterObject(SHATTER_ITEM* item, MESH_INFO* mesh, int num,short roomNumber,int noZXVel)
{
short* meshPtr = nullptr;
MESH* meshPtr = nullptr;
RendererMesh* fragmentsMesh;
short yRot = 0;
Vector3 pos;
if (mesh) {
meshPtr = Meshes[StaticObjects[mesh->staticNumber].meshNumber];
meshPtr = &Meshes[StaticObjects[mesh->staticNumber].meshNumber];
yRot = mesh->yRot;
pos = Vector3(mesh->x, mesh->y, mesh->z);
}
@ -38,7 +38,7 @@ void ShatterObject(SHATTER_ITEM* item, MESH_INFO* mesh, int num,short roomNumber
yRot = item->yRot;
pos = Vector3(item->sphere.x, item->sphere.y, item->sphere.z);
}
fragmentsMesh = g_Renderer.getMeshFromMeshPtr(reinterpret_cast<unsigned int>(meshPtr));
fragmentsMesh = g_Renderer.getMesh(0);
for (int bucket = RENDERER_BUCKET_SOLID; bucket <= RENDERER_BUCKET_TRANSPARENT; bucket++) {
RendererBucket renderBucket = fragmentsMesh->Buckets[bucket];
vector<RendererVertex>* meshVertices = &renderBucket.Vertices;