24 BM_TEMP_FORCEALPHABLEND = 0X8000,
31 float nearclip, farclip, fov;
35 void setup(
int time = 0);
46 void setup(
int time, uint32 l);
58 uint32 nGlobalSequences;
70 uint32 nTexUnitLookup;
71 uint32 nTransparencyLookup;
72 uint32 nTexAnimLookup;
77 uint32 nRibbonEmitters;
78 uint32 nParticleEmitters;
86 static const int num = 3;
87 static const int ReplaceableSkinBase = 11;
94 :base(ReplaceableSkinBase), count(0)
96 for (
int i = 0; i<num; i++) {
103 for (
int i = 0; i<num; i++) {
111 for (
int i = 0; i<num; i++) {
112 if (tex[i]<grp.tex[i])
return true;
replaceable skins for non-customizable characters.
Definition: ParaXModelCommon.h:85
different physics engine has different winding order.
Definition: EventBinding.h:32
Standard 3-dimensional vector.
Definition: ParaVector3.h:16
Definition: ParaXModelCommon.h:13
Definition: ParaXModelCommon.h:57
Definition: animated.h:23
Definition: ParaXModelCommon.h:8
Definition: ParaXModelCommon.h:27
Definition: ParaXModelCommon.h:40
Definition: ParaXModelCommon.h:50
ParaX model is the model file for character animation, etc in the game world.
Definition: ParaXModel.h:30