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https://github.com/AxioDL/PrimeWorldEditor.git
synced 2025-12-21 10:49:23 +00:00
Added editor game info system, exporter now fetches game build version, merged asset name maps for all games, resource browser can now import/export names to/from a map XML, reworked asset name generation to more closely match Retro's organization scheme, bug fixes
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@@ -275,6 +275,22 @@ bool CModel::IsSurfaceTransparent(u32 Surface, u32 MatSet)
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return (mMaterialSets[MatSet]->MaterialByIndex(matID)->Options() & CMaterial::eTransparent) != 0;
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}
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bool CModel::IsLightmapped() const
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{
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for (u32 iSet = 0; iSet < mMaterialSets.size(); iSet++)
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{
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CMaterialSet *pSet = mMaterialSets[iSet];
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for (u32 iMat = 0; iMat < pSet->NumMaterials(); iMat++)
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{
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CMaterial *pMat = pSet->MaterialByIndex(iMat);
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if (pMat->Options().HasFlag(CMaterial::eLightmap))
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return true;
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}
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}
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return false;
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}
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CIndexBuffer* CModel::InternalGetIBO(u32 Surface, EGXPrimitiveType Primitive)
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{
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std::vector<CIndexBuffer> *pIBOs = &mSurfaceIndexBuffers[Surface];
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@@ -41,6 +41,7 @@ public:
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CMaterial* GetMaterialBySurface(u32 MatSet, u32 Surface);
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bool HasTransparency(u32 MatSet);
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bool IsSurfaceTransparent(u32 Surface, u32 MatSet);
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bool IsLightmapped() const;
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inline bool IsSkinned() const { return (mpSkin != nullptr); }
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