113 char * container_name,
115 const Mesh * input_mesh,
121 unsigned int * materialColors,
122 int &numMaterialColors,
124 char * materialColorTexture,
150 int * MaterialRemapTable;
158 void Build_Mesh(Mesh & mesh, Mtl *node_mtl,
unsigned int *materialColors,
int &numMaterialColors,
int &numHouseColors);
161 void compute_bounding_volumes(
void);
165 int scan_used_materials(Mesh & mesh, Mtl * nodemtl);
166 void create_materials(Mtl * nodemtl,
DWORD wirecolor,
char *materialColorTexture);
167 void fix_diffuse_materials(
bool isHouseColor);
170 int getNumSolidMaterials(Mtl * nodemtl);
196 int write_texture_stage(
ChunkSaveClass & csave,
int pass,
int stage);
198 int write_texture_coords(
ChunkSaveClass & csave,
int pass,
int stage);
203 void prep_mesh(Mesh & mesh,
Matrix3 & objoff);
207 int get_htree_bone_index_for_inode(INode * node);
208 void inv_deform_mesh(
void);
211 void customize_materials(
void);
217 void setup_PC_shaders_from_PS2_shaders();
MeshSaveClass(char *mesh_name, char *container_name, INode *inode, const Mesh *input_mesh, Matrix3 &exportspace, W3DAppData2Struct &exportoptions, HierarchySaveClass *htree, TimeValue curtime, Progress_Meter_Class &meter, unsigned int *materialColors, int &numMaterialColors, int &numHouseColors, char *materialColorTexture, WorldInfoClass *world_info=NULL)