Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. //=============================================================================//
  6. #ifndef DEBUGDRAWMODEL_H
  7. #define DEBUGDRAWMODEL_H
  8. #ifdef _WIN32
  9. #pragma once
  10. #endif
  11. int DebugDrawModel( IStudioRender *pStudioRender, DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, const Vector &modelOrigin,
  12. int flags = STUDIORENDER_DRAW_ENTIRE_MODEL );
  13. int DebugDrawModelNormals( IStudioRender *pStudioRender, DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, const Vector &modelOrigin,
  14. int flags = STUDIORENDER_DRAW_ENTIRE_MODEL );
  15. int DebugDrawModelTangentS( IStudioRender *pStudioRender, DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, const Vector &modelOrigin,
  16. int flags = STUDIORENDER_DRAW_ENTIRE_MODEL );
  17. int DebugDrawModelTangentT( IStudioRender *pStudioRender, DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, const Vector &modelOrigin,
  18. int flags = STUDIORENDER_DRAW_ENTIRE_MODEL );
  19. int DebugDrawModelBoneWeights( IStudioRender *pStudioRender, DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, const Vector &modelOrigin,
  20. int flags = STUDIORENDER_DRAW_ENTIRE_MODEL );
  21. int DebugDrawModelBadVerts( IStudioRender *pStudioRender, DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, const Vector &modelOrigin,
  22. int flags = STUDIORENDER_DRAW_ENTIRE_MODEL );
  23. int DebugDrawModelWireframe( IStudioRender *pStudioRender, DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, const Vector &modelOrigin,
  24. const Vector &color, int flags = STUDIORENDER_DRAW_ENTIRE_MODEL );
  25. int DebugDrawModelTexCoord( IStudioRender *pStudioRender, const char *pMaterialName, const DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, float w, float h );
  26. #endif // DEBUGDRAWMODEL_H