removed dff model
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@@ -201,12 +201,14 @@ void Renderer::draw(Mesh **t_meshes, u16 t_amount, LightBulb *t_bulbs, u16 t_bul
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draw(t_meshes[i], t_bulbs, t_bulbsCount);
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}
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u8 once = true;
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/** PATH1 Single + lighting */
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void Renderer::draw(Mesh *t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
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{
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beginFrameIfNeeded();
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// TODO VU1 send single list here
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if (!t_mesh->isObjLoaded && !t_mesh->isDffLoaded && !t_mesh->isMd2Loaded)
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if (!t_mesh->isObjLoaded && !t_mesh->isMd2Loaded)
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return;
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u32 vertCount = t_mesh->getVertexCount();
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VECTOR *vertices = new VECTOR[vertCount];
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@@ -214,13 +216,17 @@ void Renderer::draw(Mesh *t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
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VECTOR *coordinates = new VECTOR[vertCount];
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if (t_mesh->isObjLoaded)
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{
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t_mesh->animate();
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if (t_mesh->animState.startFrame != t_mesh->animState.endFrame)
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t_mesh->animate();
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for (u32 i = 0; i < t_mesh->getMaterialsCount(); i++)
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{
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changeTexture(t_mesh, t_mesh->getMaterial(i).getId());
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if (once)
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printf("Changing material to:%d\n", t_mesh->getMaterial(i).getId());
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vertCount = t_mesh->getDrawData(i, vertices, normals, coordinates, *renderData.cameraPosition);
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vifSender->drawMesh(&renderData, perspective, vertCount, vertices, normals, coordinates, t_mesh, t_bulbs, t_bulbsCount, &textureBuffer);
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}
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once = false;
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}
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else if (t_mesh->isMd2Loaded)
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{
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@@ -228,14 +234,6 @@ void Renderer::draw(Mesh *t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
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vertCount = t_mesh->getDrawData(0, vertices, normals, coordinates, *renderData.cameraPosition);
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vifSender->drawMesh(&renderData, perspective, vertCount, vertices, normals, coordinates, t_mesh, t_bulbs, t_bulbsCount, &textureBuffer);
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}
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else if (t_mesh->isDffLoaded)
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for (u32 i = 0; i < t_mesh->dff->clump.geometryList.geometries[0].extension.materialSplit.header.splitCount; i++)
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{
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const u32 currentTexI = t_mesh->dff->clump.geometryList.geometries[0].extension.materialSplit.splitInformation[i].materialIndex;
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changeTexture(t_mesh, currentTexI);
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vertCount = t_mesh->getDrawData(i, vertices, normals, coordinates, *renderData.cameraPosition);
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vifSender->drawMesh(&renderData, perspective, vertCount, vertices, normals, coordinates, t_mesh, t_bulbs, t_bulbsCount, &textureBuffer);
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}
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delete[] vertices;
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delete[] normals;
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delete[] coordinates;
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