Pues de procesador un P4 2,6, 800mhz de bus.
Y de ram 512 ddr.
saludos
Y de ram 512 ddr.
saludos
Esta sección te permite ver todos los posts escritos por este usuario. Ten en cuenta que sólo puedes ver los posts escritos en zonas a las que tienes acceso en este momento.
Mostrar Mensajes Menu for (int i=0; i < m_Header.numFrames; i++)
{
// Assign our alias frame to our buffer memory
tMd2AliasFrame *pFrame = (tMd2AliasFrame *) buffer;
// Allocate the memory for the first frame of animation's vertices
m_pFrames[i].pVertices = new tMd2Triangle [m_Header.numVertices];
// Read in the first frame of animation
fread(pFrame, 1, m_Header.frameSize, m_FilePointer);
// Copy the name of the animation to our frames array
strcpy(m_pFrames[i].strName, pFrame->name);
// Store off a vertex array pointer to cut down large lines of code
tMd2Triangle *pVertices = m_pFrames[i].pVertices;
// Go through all of the number of vertices and assign the scale and translations.
// Store the vertices in our current frame's vertex list array, while swapping Y and Z.
// Notice we also negate the Z axis as well to make the swap correctly.
for (int j=0; j < m_Header.numVertices; j++)
{
pVertices[j].vertex[0] = pFrame->aliasVertices[j].vertex[0] * pFrame->scale[0] + pFrame->translate[0];
pVertices[j].vertex[2] = -1 * (pFrame->aliasVertices[j].vertex[1] * pFrame->scale[1] + pFrame->translate[1]);
pVertices[j].vertex[1] = pFrame->aliasVertices[j].vertex[2] * pFrame->scale[2] + pFrame->translate[2];
}
}