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rpDefaultGeometryInstance
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@ -31,14 +31,93 @@ float CVisibilityPlugins::ms_pedLod0Dist;
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float CVisibilityPlugins::ms_pedLod1Dist;
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float CVisibilityPlugins::ms_pedLod1Dist;
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float CVisibilityPlugins::ms_pedFadeDist;
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float CVisibilityPlugins::ms_pedFadeDist;
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#ifdef GTA_PS2
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//#ifdef GTA_PS2
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void
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#if 1
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rpDefaultGeometryInstance(RpGeometry *geo, void *atomic, int unk)
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// if wanted, delete the original geometry data after rendering
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{
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// TODO
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// this function seems to delete the original geometry data
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// and only keep the instanced data
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// and only keep the instanced data
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bool
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rpDefaultGeometryInstance(RpGeometry *geo, void *atomic, int del)
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{
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#if THIS_IS_COMPATIBLE_WITH_GTA3_RW31
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if(RpGeometryGetNumMorphTargets(geo) != 1)
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return false;
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// this needs R*'s modification that geometry data is
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// allocated separately from the geometry itself
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geo->instanceFlags = rpGEOMETRYINSTANCE;
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AtomicDefaultRenderCallBack((RpAtomic*)atomic);
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AtomicDefaultRenderCallBack((RpAtomic*)atomic);
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if(!del)
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return true;
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// New mesh without indices
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RpMeshHeader *newheader = _rpMeshHeaderCreate(sizeof(RpMesh)*geo->mesh->numMeshes + sizeof(RpMeshHeader));
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newheader->numMeshes = geo->mesh->numMeshes;
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newheader->serialNum = 1;
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newheader->totalIndicesInMesh = 0;
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newheader->firstMeshOffset = 0;
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RpMesh *oldmesh = (RpMesh*)(geo->mesh+1);
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RpMesh *newmesh = (RpMesh*)(newheader+1);
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for(int i = 0; i < geo->mesh->numMeshes; i++){
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newmesh[i].indices = nil;
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newmesh[i].numIndices = 0;
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newmesh[i].material = oldmesh[i].material;
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}
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geo->refCount++;
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RpGeometryLock(geo, rpGEOMETRYLOCKPOLYGONS | rpGEOMETRYLOCKVERTICES |
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rpGEOMETRYLOCKNORMALS | rpGEOMETRYLOCKPRELIGHT |
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rpGEOMETRYLOCKTEXCOORDS1 | rpGEOMETRYLOCKTEXCOORDS2);
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// vertices and normals
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RpMorphTarget *mt = RpGeometryGetMorphTarget(geo, 0);
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if(mt->verts){
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RwFree(mt->verts);
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mt->verts = nil;
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mt->normals = nil;
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}
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geo->numVertices = 0;
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// triangles
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for(int i = 0; i < RpGeometryGetNumTriangles(geo); i++){
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if(RpGeometryGetTriangles(geo)->matIndex == -1)
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continue;
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RpMaterialDestroy(_rpMaterialListGetMaterial(&geo->matList, RpGeometryGetTriangles(geo)->matIndex));
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}
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if(RpGeometryGetTriangles(geo)){
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RwFree(RpGeometryGetTriangles(geo));
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geo->triangles = nil;
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geo->numTriangles = 0;
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}
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// tex coords
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if(RpGeometryGetVertexTexCoords(geo, 1)){
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RwFree(RpGeometryGetVertexTexCoords(geo, 1));
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geo->texCoords[1] = nil;
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}
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if(RpGeometryGetVertexTexCoords(geo, 0)){
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RwFree(RpGeometryGetVertexTexCoords(geo, 0));
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geo->texCoords[0] = nil;
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}
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// vertex colors
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if(RpGeometryGetPreLightColors(geo)){
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RwFree(RpGeometryGetPreLightColors(geo));
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geo->preLitLum = nil;
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}
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RpGeometryUnlock(geo);
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geo->instanceFlags = rpGEOMETRYPERSISTENT;
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// BUG? don't we have to free the old mesh?
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geo->mesh = newheader;
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geo->refCount--;
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#else
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// We can do something for librw here actually, maybe later
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AtomicDefaultRenderCallBack((RpAtomic*)atomic);
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#endif
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return true;
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}
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}
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RpAtomic*
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RpAtomic*
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