Part 1 of ? of massive overhaul of Rob

This commit is contained in:
korenkonder
2026-04-27 01:43:32 +03:00
parent 3c41f098cf
commit eef24aed83
80 changed files with 14014 additions and 11293 deletions
+8 -8
View File
@@ -318,8 +318,8 @@ namespace mdl {
if (texture_id != -1) {
for (int32_t j = 0; j < args->texture_pattern_count; j++)
if (args->texture_pattern_array[j].src == ::texture_id(0x00, texture_id)) {
texture* tex = texture_manager_get_texture(args->texture_pattern_array[j].dst);
if (args->texture_pattern_array[j].org_texid == ::texture_id(0x00, texture_id)) {
texture* tex = texture_manager_get_texture(args->texture_pattern_array[j].change_texid);
if (tex)
tex_id = tex->glid;
break;
@@ -592,8 +592,8 @@ static void draw_object_material_set_cheap(
GLuint tex_id = -1;
for (int32_t j = 0; j < args->texture_pattern_count; j++)
if (args->texture_pattern_array[j].src == ::texture_id(0x00, texture_id)) {
texture* tex = texture_manager_get_texture(args->texture_pattern_array[j].dst);
if (args->texture_pattern_array[j].org_texid == ::texture_id(0x00, texture_id)) {
texture* tex = texture_manager_get_texture(args->texture_pattern_array[j].change_texid);
if (tex)
tex_id = tex->glid;
break;
@@ -681,8 +681,8 @@ static void draw_object_material_set_default(render_data_context& rend_data_ctx,
GLuint tex_id = -1;
uint32_t texture_id = texdata->tex_index;
for (int32_t j = 0; j < args->texture_pattern_count; j++)
if (args->texture_pattern_array[j].src == ::texture_id(0x00, texture_id)) {
texture* tex = texture_manager_get_texture(args->texture_pattern_array[j].dst);
if (args->texture_pattern_array[j].org_texid == ::texture_id(0x00, texture_id)) {
texture* tex = texture_manager_get_texture(args->texture_pattern_array[j].change_texid);
if (tex)
tex_id = tex->glid;
break;
@@ -1012,7 +1012,7 @@ static void draw_object_vertex_attrib_set_cheap(
mats[0] = material->material.texdata[0].tex_coord_mat;
if (material->material.texdata[0].shader_info.m.tex_type == OBJ_MATERIAL_TEXTURE_COLOR)
for (int32_t j = 0; j < args->texture_transform_count; j++)
if (args->texture_transform_array[j].id == tex_index) {
if (args->texture_transform_array[j].texid == tex_index) {
mats[0] = args->texture_transform_array[j].mat;
break;
}
@@ -1074,7 +1074,7 @@ static void draw_object_vertex_attrib_set_default(
mats[texcoord_index] = texdata->tex_coord_mat;
if (texdata->shader_info.m.tex_type == OBJ_MATERIAL_TEXTURE_COLOR)
for (int32_t k = 0; k < args->texture_transform_count; k++)
if (args->texture_transform_array[k].id == texture_id) {
if (args->texture_transform_array[k].texid == texture_id) {
mats[texcoord_index] = args->texture_transform_array[k].mat;
texcoord_mat_set[texcoord_index] = true;
break;