43typedef struct model_s {
66#define MAX_ACTORSKINNAME 32
QGL_EXTERN GLuint GLsizei GLsizei GLint GLenum GLchar * name
model_t r_modelsInline[MAX_MOD_KNOWN]
model_t * r_mapTiles[MAX_MAPTILES]
The world model(s).
bool R_ModelExists(const char *name)
void R_LoadActorSkinsFromModel(mAliasMesh_t *outMesh, image_t *defaultSkin)
Load actor skins from a default skin to a a mesh.
image_t * R_AliasModelState(const model_t *mod, int *mesh, int *frame, int *oldFrame, int *skin)
model_t * R_FindModel(const char *name)
Tries to load a model.
void R_ModModellist_f(void)
Prints all loaded models.
int R_ModAllocateActorSkin(const char *name)
Register an actorskin name.
void R_ShutdownModels(bool complete)
Frees the model pool.
image_t * R_AliasModelGetSkin(const char *modelFileName, const char *skin)
void R_ModReloadSurfacesArrays(void)
bool R_UseActorSkin(void)
model_t * R_GetModel(const char *name)
Get a model for the given name already loaded.
void R_DrawAliasModel(entity_t *e)
Draw a model from the battlescape entity list.
model_t * R_AllocModelSlot(void)
modtype_t
All supported model formats.
Shared alias model functions.