mirror of
https://github.com/libretro/scummvm.git
synced 2025-03-06 02:10:28 +00:00
TWINE: renamed variables
This commit is contained in:
parent
1f70b4776c
commit
59ac0e304a
@ -1252,43 +1252,43 @@ int32 Renderer::renderAnimatedModel(ModelData *modelData, uint8 *bodyPtr, Render
|
||||
// jump after the header
|
||||
bodyPtr += 0x1A;
|
||||
|
||||
const int32 numOfPoints = *((const uint16 *)bodyPtr);
|
||||
const int32 numVertices = *((const uint16 *)bodyPtr);
|
||||
bodyPtr += 2;
|
||||
const pointTab *pointsPtr = (const pointTab *)bodyPtr;
|
||||
|
||||
bodyPtr += numOfPoints * sizeof(pointTab);
|
||||
bodyPtr += numVertices * sizeof(pointTab);
|
||||
|
||||
const int32 numOfElements = *((const uint16 *)bodyPtr);
|
||||
const int32 numBones = *((const uint16 *)bodyPtr);
|
||||
bodyPtr += 2;
|
||||
const elementEntry *elemEntryPtr = (const elementEntry *)bodyPtr;
|
||||
const elementEntry *bonesPtr = (const elementEntry *)bodyPtr;
|
||||
|
||||
Matrix *modelMatrix = &matricesTable[0];
|
||||
|
||||
processRotatedElement(modelMatrix, pointsPtr, renderAngleX, renderAngleY, renderAngleZ, elemEntryPtr, modelData);
|
||||
processRotatedElement(modelMatrix, pointsPtr, renderAngleX, renderAngleY, renderAngleZ, bonesPtr, modelData);
|
||||
|
||||
++elemEntryPtr;
|
||||
++bonesPtr;
|
||||
|
||||
int32 numOfPrimitives = 0;
|
||||
|
||||
if (numOfElements - 1 != 0) {
|
||||
numOfPrimitives = numOfElements - 1;
|
||||
if (numBones - 1 != 0) {
|
||||
numOfPrimitives = numBones - 1;
|
||||
modelMatrix = &matricesTable[1];
|
||||
|
||||
do {
|
||||
int16 boneType = elemEntryPtr->flag;
|
||||
int16 boneType = bonesPtr->flag;
|
||||
|
||||
if (boneType == 0) {
|
||||
processRotatedElement(modelMatrix, pointsPtr, elemEntryPtr->rotateX, elemEntryPtr->rotateY, elemEntryPtr->rotateZ, elemEntryPtr, modelData);
|
||||
processRotatedElement(modelMatrix, pointsPtr, bonesPtr->rotateX, bonesPtr->rotateY, bonesPtr->rotateZ, bonesPtr, modelData);
|
||||
} else if (boneType == 1) {
|
||||
processTranslatedElement(modelMatrix, pointsPtr, elemEntryPtr->rotateX, elemEntryPtr->rotateY, elemEntryPtr->rotateZ, elemEntryPtr, modelData);
|
||||
processTranslatedElement(modelMatrix, pointsPtr, bonesPtr->rotateX, bonesPtr->rotateY, bonesPtr->rotateZ, bonesPtr, modelData);
|
||||
}
|
||||
|
||||
++modelMatrix;
|
||||
++elemEntryPtr;
|
||||
++bonesPtr;
|
||||
} while (--numOfPrimitives);
|
||||
}
|
||||
|
||||
numOfPrimitives = numOfPoints;
|
||||
numOfPrimitives = numVertices;
|
||||
|
||||
const pointTab *pointPtr = &modelData->computedPoints[0];
|
||||
pointTab *pointPtrDest = &modelData->flattenPoints[0];
|
||||
@ -1382,7 +1382,7 @@ int32 Renderer::renderAnimatedModel(ModelData *modelData, uint8 *bodyPtr, Render
|
||||
} while (--numOfPrimitives);
|
||||
}
|
||||
|
||||
int32 *shadePtr = (int32 *)(bodyPtr + numOfElements * sizeof(elementEntry));
|
||||
int32 *shadePtr = (int32 *)(bodyPtr + numBones * sizeof(elementEntry));
|
||||
|
||||
int32 numOfShades = *((const uint16 *)shadePtr);
|
||||
|
||||
@ -1392,7 +1392,7 @@ int32 Renderer::renderAnimatedModel(ModelData *modelData, uint8 *bodyPtr, Render
|
||||
uint8 *currentShadeDestination = (uint8 *)modelData->shadeTable;
|
||||
Matrix *lightMatrix = &matricesTable[0];
|
||||
|
||||
numOfPrimitives = numOfElements;
|
||||
numOfPrimitives = numBones;
|
||||
|
||||
const uint8 *tmpElemPtr = bodyPtr + 18;
|
||||
const uint8 *pri2Ptr3 = tmpElemPtr;
|
||||
|
Loading…
x
Reference in New Issue
Block a user