[quake3] MP3 decoder and a few bugs fixed

Tim Stowell stowellt at gmail.com
Tue Feb 28 14:06:47 EST 2006


Thanks for the tips. So are the files you mentioned (tr_animation.c,
tr_surface.c, etc.) the current Icculus files or are you referring to the EF
source code files there?

On 2/28/06, Thilo Schulz <arny at ats.s.bawue.de> wrote:
>
> On Tuesday 28 February 2006 17:04, Tim Stowell wrote:
> > I may have used the wrong term, but I was thinking of the ability to
> blend
> > one animation into another, i.e. blend from running animation to jumping
> in
> > a smooth transition dynmaically as a lot of games can do. Maybe this is
> > already handled in the engine, but I would appreciate any input.
>
> Yes, you have to take care of the "transitions", but the way this is being
> done has not been changed, as far as I can tell looking at the EF source
> code. The engine does some basic lerping between animation frames. It only
> needs to be told which frame to lerp from.
>
> I suggest you take a look at renderer/tr_animation.c (MD4 format),
> renderer/tr_surface.c (the lerping functions for MD3 format) and
> cgame/cg_players.c to see what is basically being done :)
> The engine only understands a few variables you can use to control
> animation:
> The current frame (frame), oldorigin, oldframe (previous played frame) and
> backlerp, the latter being used to indicate how far we've gone into
> animating
> from the old to the new frame and uses that to do a linear interpolation
> from
> the old bone position (or vertex coordinates in the MD3 format) to the new
> one.
>
> --
> Thilo Schulz
>
>
>
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