pie23ds: Fix handling of texture animation / team colour.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@3706 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
8dfb001797
commit
f47c263d99
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@ -211,27 +211,27 @@ static void dump_to_3ds(Lib3dsFile *f, FILE *fp)
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exit(1);
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}
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}
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for (k = 0; k < faceList[j].vertices; k++)
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{
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num = fscanf(fp, "%d %d", &faceList[j].texCoord[k][0], &faceList[j].texCoord[k][1]);
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if (num != 2)
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{
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fprintf(stderr, "Bad texture coordinate entry frame %d, number %d\n", i, j);
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exit(1);
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}
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}
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if (flags & iV_IMD_TEXANIM)
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{
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// read in and discard animation values for now
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int frames, rate, width, height;
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num = fscanf(fp, "%d %d %d %d", &frames, &rate, &width, &height);
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if (num != 2)
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if (num != 4)
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{
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fprintf(stderr, "Bad texture animation entry frame %d, number %d\n", i, j);
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exit(1);
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}
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}
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for (k = 0; k < faceList[j].vertices; k++)
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{
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num = fscanf(fp, "%d %d", &faceList[j].texCoord[k][0], &faceList[j].texCoord[k][1]);
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if (num != 2)
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{
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fprintf(stderr, "Bad texture coordinate entry frame %d, number %d\n", i, j);
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exit(1);
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}
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}
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}
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// Calculate position list. Since positions hold texture coordinates in 3DS, unlike in Warzone,
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