It looks to me that LoadB3D just figures out on its own that a mesh is animated, so why is there a LoadAnimMesh function? Is this just for historical reasons?
I also find kind of weird the extra stuff in LoadMesh, below where it gets the mesh from LoadAnimMesh.
Just a tad confused :)
I also find kind of weird the extra stuff in LoadMesh, below where it gets the mesh from LoadAnimMesh.
Local mesh:TMesh=TMesh(ent).CollapseAnimMesh() ent.FreeEntity() mesh.class:String="Mesh" mesh.AddParent(parent_ent:TEntity) mesh.EntityListAdd(entity_list) ' update matrix If mesh.parent<>Null mesh.mat.Overwrite(mesh.parent.mat) mesh.UpdateMat() Else mesh.UpdateMat(True) EndIf Return meshDoes this have something magical to do with loading a still mesh that cannot happen with an animated mesh? Why does mesh.AddParent(parent_ent:TEntity) happen when that is already dealt with in the mesh loader? (Can we make things easier for the loader and just do it in LoadMesh?)
ent.FreeEntity()Wha?
Just a tad confused :)