Vegastrike 0.5.1 rc1  1.0
Original sources for Vegastrike Evolved
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mesh_server.cpp
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1 #include "mesh.h"
2 
3 #ifdef __cplusplus
4 extern "C"
5 {
6 void winsys_exit( int code )
7 {
8  exit( code );
9 }
10 }
11 #endif
12 
13 int Mesh::getNumTextureFrames() const
14 {
15  return 1;
16 }
17 double Mesh::getTextureCumulativeTime() const
18 {
19  return 0;
20 }
22 {
23  return 0;
24 }
25 void Mesh::setTextureCumulativeTime( double d ) {}
26 void Mesh::RestoreCullFace( int whichdrawqueue ) {}
27 void Mesh::SelectCullFace( int whichdrawqueue ) {}
28 void Mesh::CreateLogos( struct MeshXML*, int faction, Flightgroup *fg ) {}
29 Texture* Mesh::TempGetTexture( struct MeshXML*, std::string filename, std::string factionname, GFXBOOL detail ) const
30 {
31  return NULL;
32 }
33 
34 Texture* Mesh::TempGetTexture( struct MeshXML*, int index, std::string factionname ) const
35 {
36  return NULL;
37 }
38 const GFXMaterial& Mesh::GetMaterial() const
39 {
40  static GFXMaterial tmp;
41  return tmp;
42 }
43 
44 Texture * createTexture( const char *filename,
45  int stage = 0,
46  enum FILTER f1 = MIPMAP,
49  unsigned char c = GFXFALSE,
50  int i = 65536 )
51 {
52  return NULL;
53 }
54 Texture * createTexture( char const *ccc,
55  char const *cc,
56  int k = 0,
57  enum FILTER f1 = MIPMAP,
60  float f = 1,
61  int j = 0,
62  unsigned char c = GFXFALSE,
63  int i = 65536 )
64 {
65  return NULL;
66 }
67 AnimatedTexture * createAnimatedTexture( char const *c, int i, enum FILTER f )
68 {
69  return NULL;
70 }
71 Logo * createLogo( int numberlogos,
72  Vector *center,
73  Vector *normal,
74  float *sizes,
75  float *rotations,
76  float offset,
77  Texture *Dec,
78  Vector *Ref )
79 {
80  return NULL;
81 }
82 
85 {
86  if (!orig || orig == this) {
87  delete vlist;
88  if (meshHashTable.Get( hash_name ) == this)
90  vector< Mesh* > *hashers = bfxmHashTable.Get( hash_name );
91  vector< Mesh* >::iterator finder;
92  if (hashers) {
93  for (int i = hashers->size()-1; i >= 0; --i)
94  if ( (*hashers)[i] == this ) {
95  hashers->erase( hashers->begin()+i );
96  if ( hashers->empty() ) {
97  bfxmHashTable.Delete( hash_name );
98  delete hashers;
99  }
100  }
101  }
102  orig->refcount--;
103  //printf ("orig refcount: %d",refcount);
104  if (orig->refcount == 0)
105  delete[] orig;
106  }
107 }
108 
109 void Mesh::Draw( float lod, const Matrix &m, float toofar, int cloak, float nebdist, unsigned char damage, bool renormalize , const MeshFX*) //short fix
110 {}
111 void Mesh::DrawNow( float lod, bool centered, const Matrix &m, int cloak, float nebdist )
112 {
113  //short fix
114 }
115 void Mesh::ProcessZFarMeshes( bool ) {}
116 
117 void Mesh::ProcessUndrawnMeshes( bool pushSpecialEffects, bool ) {}
118 void Mesh::ProcessDrawQueue( size_t, int, bool, const QVector& ) {}
119 
120 void Mesh::EnableSpecialFX() {}
121 
122 void Mesh::AddDamageFX( class Vector const&, class Vector const&, float, struct GFXColor const& ) {}
123 
124 void Mesh::initTechnique( const std::string& ) {}
125 
126 void AddWarp( Unit *un, QVector, float ) {}
127 void WarpTrailDraw() {}