68 void Reset(
int polycount,
int vertcount);
int Get_First_Visible_Polygon() const
WW3DErrorType read_uv0(ChunkLoadClass &cload)
WW3DErrorType read_vertex_influences(ChunkLoadClass &cload)
ShareBufferClass< Vector3 > * S
WW3DErrorType read_tangent_basis_s(ChunkLoadClass &cload)
WW3DErrorType read_shader(ChunkLoadClass &cload)
void Reset(int polycount, int vertcount)
void Init_From_Legacy_Mesh_Model(MeshModelClass *model, int first_polygon)
ShareBufferClass< Vector2 > * UV[MAX_TEXTURE_STAGES]
ShareBufferClass< Vector3 > * SxT
void Create_Decal(DecalGeneratorClass *generator)
const Vector2 * Get_UV_Array(unsigned stage)
WW3DErrorType read_chunks(ChunkLoadClass &cload)
WW3DErrorType Load_W3D(ChunkLoadClass &cload)
const Vector3 * Get_Tangent_Basis_SxT_Array()
ShareBufferClass< unsigned > * Diffuse
WW3DErrorType read_vertex_shade_indices(ChunkLoadClass &cload)
const unsigned * Get_Diffuse_Array()
WW3DErrorType read_tangent_basis_t(ChunkLoadClass &cload)
WW3DErrorType read_triangles(ChunkLoadClass &cload)
WW3DErrorType read_uv1(ChunkLoadClass &cload)
void Get_Deformed_Vertices(Vector3 *dst_vert, Vector3 *dst_norm, const HTreeClass *htree)
ShdSubMeshClass & operator=(const ShdSubMeshClass &that)
const Vector3 * Get_Tangent_Basis_T_Array()
const Vector3 * Get_Tangent_Basis_S_Array()
W3DMPO_GLUE(ShdSubMeshClass)
ShdInterfaceClass * Peek_Shader(void) const
int Get_Visible_Polygon_Count() const
void Set_Shader(ShdInterfaceClass *shader)
ShdInterfaceClass * Shader
WW3DErrorType read_vertices(ChunkLoadClass &cload)
WW3DErrorType read_vertex_normals(ChunkLoadClass &cload)
void Delete_Decal(uint32 decal_id)
WW3DErrorType read_tangent_basis_sxt(ChunkLoadClass &cload)
ShareBufferClass< Vector3 > * T
const unsigned MAX_TEXTURE_STAGES
#define REF_PTR_SET(dst, src)