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#include "uniquake.h"
#include "../Quake/quakedef.h"
#include "../Quake/gl_model.h"
viddef_t vid; // global video state
modestate_t modestate = MS_UNINIT;
typedef struct unity_glcalls_s
{
void *target;
int(*UploadAliasModel)(void *target, const char *name, aliashdr_t *aliashdr, maliasframedesc_t *frames, trivertx_t **poseVerts, mtriangle_t *triangles, stvert_t *stVerts);
int(*UploadBrushModel)(void *target, qmodel_t *model);
} unity_glcalls_t;
const unity_glcalls_t *unity_glcalls;
int UQ_GL_UploadAliasModel(qmodel_t *model, aliashdr_t *aliashdr, trivertx_t **poseVerts, mtriangle_t *triangles, stvert_t *stVerts)
{
// C# doesn't really understand this idea of a variable-length embedded array of structs,
// so we pass along the pointer to the first frame struct which allows us to manually marshal the entire array.
return unity_glcalls->UploadAliasModel(unity_glcalls->target, model->name, aliashdr, &aliashdr->frames[0], poseVerts, triangles, stVerts);
}
int UQ_GL_UploadBrushModel(qmodel_t *model)
{
return unity_glcalls->UploadBrushModel(unity_glcalls->target, model);
}