Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef DEBUGDRAWMODEL_H
#define DEBUGDRAWMODEL_H
#ifdef _WIN32
#pragma once
#endif
int DebugDrawModel( IStudioRender *pStudioRender, DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, const Vector &modelOrigin,
int flags = STUDIORENDER_DRAW_ENTIRE_MODEL );
int DebugDrawModelNormals( IStudioRender *pStudioRender, DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, const Vector &modelOrigin,
int flags = STUDIORENDER_DRAW_ENTIRE_MODEL );
int DebugDrawModelTangentS( IStudioRender *pStudioRender, DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, const Vector &modelOrigin,
int flags = STUDIORENDER_DRAW_ENTIRE_MODEL );
int DebugDrawModelTangentT( IStudioRender *pStudioRender, DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, const Vector &modelOrigin,
int flags = STUDIORENDER_DRAW_ENTIRE_MODEL );
int DebugDrawModelBoneWeights( IStudioRender *pStudioRender, DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, const Vector &modelOrigin,
int flags = STUDIORENDER_DRAW_ENTIRE_MODEL );
int DebugDrawModelBadVerts( IStudioRender *pStudioRender, DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, const Vector &modelOrigin,
int flags = STUDIORENDER_DRAW_ENTIRE_MODEL );
int DebugDrawModelWireframe( IStudioRender *pStudioRender, DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, const Vector &modelOrigin,
const Vector &color, int flags = STUDIORENDER_DRAW_ENTIRE_MODEL );
int DebugDrawModelTexCoord( IStudioRender *pStudioRender, const char *pMaterialName, const DrawModelInfo_t& info, matrix3x4_t *pBoneToWorld, float w, float h );
#endif // DEBUGDRAWMODEL_H