[quake3-bugzilla] [Bug 4965] support for IQM format

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Sat Apr 30 03:31:39 EDT 2011


https://bugzilla.icculus.org/show_bug.cgi?id=4965

--- Comment #3 from Zack "ZTurtleMan" Middleton <ZTurtleMan at gmail.com> 2011-04-30 03:31:34 EDT ---
(In reply to comment #2)
> (In reply to comment #1)
> > Should probably use model_t::md4 (like MD4 and MDR) instead of adding
> > model_t::iqmData as it makes all models use more memory.
> > 
> 
> Actually I had replaced the md3, md4, iqm pointers with a union in my
> development code, but that would mean to change the md3/md4 code too and using
> the md4 pointer seemed a bit hackish, as the variable name implies it is used
> for md4 only.
> 
> If you're going to update the MD3/MD4 loaders anyway shouldn't we at least
> rename the md4 pointer to "modelData" or something ?
> 
> > IQMs should set mins/maxs in R_ModelBounds. (See
> > https://bugzilla.icculus.org/show_bug.cgi?id=4966 )
> > 
> > IQMs can only be loaded if cgame/ui specifically ask for ".iqm" (which for most
> > things is not possible without code modifications). (See
> > https://bugzilla.icculus.org/show_bug.cgi?id=4967 )

Yes, you're right. Also currently model_t::bmodel/md3/md4 are often checked if
(non-)NULL instead of checking model_t::type, so cannot safely use them for
multiple model formats without making many changes. Sorry about that.

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