Example #1
0
//queues all the pieces of the model into the global list
void ModelDraw::QueueModelPieces(ModelInstance* pInstance, const ModelHookData& HookData, CDeviceLightList& DeviceLightList)
{
	//get the distance to the model
	float fDistToModel = 0.0f;
	if(!(HookData.m_ObjectFlags & FLAG_REALLYCLOSE))
	{
		fDistToModel = (g_ViewParams.m_Pos - pInstance->GetPos()).Mag();
	}

	//Now handle queueing up all of our pieces
	bool bTexture = g_CV_TextureModels && (HookData.m_HookFlags & MHF_USETEXTURE);

	//cache the model pointer
	Model* pModel = pInstance->GetModelDB();
	
	//run through and queue up each piece
	for (uint32 nCurrPiece = 0; nCurrPiece < pModel->NumPieces(); nCurrPiece++) 
	{
		//just ignore this piece if it is currently hidden
		if (pInstance->IsPieceHidden(nCurrPiece)) 
		{
			continue;
		} 

		//get the piece and current LOD
		ModelPiece* pPiece		= pModel->GetPiece(nCurrPiece);
		CDIModelDrawable* pLOD  = pPiece->GetLODFromDist( g_CV_ModelLODOffset.m_Val, fDistToModel );		

		//if it doesn't have an associated LOD to render, we can't do anything
		if (!pLOD || (pLOD->GetPolyCount() == 0)) 
			continue;

		// setup the nodes we need to render this mesh.
		pInstance->SetupLODNodePath(pLOD);
		
		CRenderModelPieceList::GetSingleton().QueuePiece(pInstance, pPiece, pLOD, pInstance->GetRenderingTransforms(), &DeviceLightList, bTexture, &HookData);
	}
}