pie23ds: Fix handling of texture animation / team colour.

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@3706 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2008-02-06 21:08:46 +00:00
parent 8dfb001797
commit f47c263d99
1 changed files with 10 additions and 10 deletions

View File

@ -211,27 +211,27 @@ static void dump_to_3ds(Lib3dsFile *f, FILE *fp)
exit(1);
}
}
for (k = 0; k < faceList[j].vertices; k++)
{
num = fscanf(fp, "%d %d", &faceList[j].texCoord[k][0], &faceList[j].texCoord[k][1]);
if (num != 2)
{
fprintf(stderr, "Bad texture coordinate entry frame %d, number %d\n", i, j);
exit(1);
}
}
if (flags & iV_IMD_TEXANIM)
{
// read in and discard animation values for now
int frames, rate, width, height;
num = fscanf(fp, "%d %d %d %d", &frames, &rate, &width, &height);
if (num != 2)
if (num != 4)
{
fprintf(stderr, "Bad texture animation entry frame %d, number %d\n", i, j);
exit(1);
}
}
for (k = 0; k < faceList[j].vertices; k++)
{
num = fscanf(fp, "%d %d", &faceList[j].texCoord[k][0], &faceList[j].texCoord[k][1]);
if (num != 2)
{
fprintf(stderr, "Bad texture coordinate entry frame %d, number %d\n", i, j);
exit(1);
}
}
}
// Calculate position list. Since positions hold texture coordinates in 3DS, unlike in Warzone,