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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #pragma hdrstop
- #include "../idlib/precompiled.h"
- #include "Model_local.h"
- #include "tr_local.h" // just for R_FreeWorldInteractions and R_CreateWorldInteractions
- idCVar r_binaryLoadRenderModels( "r_binaryLoadRenderModels", "1", 0, "enable binary load/write of render models" );
- idCVar preload_MapModels( "preload_MapModels", "1", CVAR_SYSTEM | CVAR_BOOL, "preload models during begin or end levelload" );
- class idRenderModelManagerLocal : public idRenderModelManager {
- public:
- idRenderModelManagerLocal();
- virtual ~idRenderModelManagerLocal() {}
- virtual void Init();
- virtual void Shutdown();
- virtual idRenderModel * AllocModel();
- virtual void FreeModel( idRenderModel *model );
- virtual idRenderModel * FindModel( const char *modelName );
- virtual idRenderModel * CheckModel( const char *modelName );
- virtual idRenderModel * DefaultModel();
- virtual void AddModel( idRenderModel *model );
- virtual void RemoveModel( idRenderModel *model );
- virtual void ReloadModels( bool forceAll = false );
- virtual void FreeModelVertexCaches();
- virtual void WritePrecacheCommands( idFile *file );
- virtual void BeginLevelLoad();
- virtual void EndLevelLoad();
- virtual void Preload( const idPreloadManifest &manifest );
- virtual void PrintMemInfo( MemInfo_t *mi );
- private:
- idList<idRenderModel*, TAG_MODEL> models;
- idHashIndex hash;
- idRenderModel * defaultModel;
- idRenderModel * beamModel;
- idRenderModel * spriteModel;
- bool insideLevelLoad; // don't actually load now
- idRenderModel * GetModel( const char *modelName, bool createIfNotFound );
- static void PrintModel_f( const idCmdArgs &args );
- static void ListModels_f( const idCmdArgs &args );
- static void ReloadModels_f( const idCmdArgs &args );
- static void TouchModel_f( const idCmdArgs &args );
- };
- idRenderModelManagerLocal localModelManager;
- idRenderModelManager * renderModelManager = &localModelManager;
- /*
- ==============
- idRenderModelManagerLocal::idRenderModelManagerLocal
- ==============
- */
- idRenderModelManagerLocal::idRenderModelManagerLocal() {
- defaultModel = NULL;
- beamModel = NULL;
- spriteModel = NULL;
- insideLevelLoad = false;
- }
- /*
- ==============
- idRenderModelManagerLocal::PrintModel_f
- ==============
- */
- void idRenderModelManagerLocal::PrintModel_f( const idCmdArgs &args ) {
- idRenderModel *model;
- if ( args.Argc() != 2 ) {
- common->Printf( "usage: printModel <modelName>\n" );
- return;
- }
- model = renderModelManager->CheckModel( args.Argv( 1 ) );
- if ( !model ) {
- common->Printf( "model \"%s\" not found\n", args.Argv( 1 ) );
- return;
- }
- model->Print();
- }
- /*
- ==============
- idRenderModelManagerLocal::ListModels_f
- ==============
- */
- void idRenderModelManagerLocal::ListModels_f( const idCmdArgs &args ) {
- int totalMem = 0;
- int inUse = 0;
- common->Printf( " mem srf verts tris\n" );
- common->Printf( " --- --- ----- ----\n" );
- for ( int i = 0; i < localModelManager.models.Num(); i++ ) {
- idRenderModel *model = localModelManager.models[i];
- if ( !model->IsLoaded() ) {
- continue;
- }
- model->List();
- totalMem += model->Memory();
- inUse++;
- }
- common->Printf( " --- --- ----- ----\n" );
- common->Printf( " mem srf verts tris\n" );
- common->Printf( "%i loaded models\n", inUse );
- common->Printf( "total memory: %4.1fM\n", (float)totalMem / (1024*1024) );
- }
- /*
- ==============
- idRenderModelManagerLocal::ReloadModels_f
- ==============
- */
- void idRenderModelManagerLocal::ReloadModels_f( const idCmdArgs &args ) {
- if ( idStr::Icmp( args.Argv(1), "all" ) == 0 ) {
- localModelManager.ReloadModels( true );
- } else {
- localModelManager.ReloadModels( false );
- }
- }
- /*
- ==============
- idRenderModelManagerLocal::TouchModel_f
- Precache a specific model
- ==============
- */
- void idRenderModelManagerLocal::TouchModel_f( const idCmdArgs &args ) {
- const char *model = args.Argv( 1 );
- if ( !model[0] ) {
- common->Printf( "usage: touchModel <modelName>\n" );
- return;
- }
- common->Printf( "touchModel %s\n", model );
- const bool captureToImage = false;
- common->UpdateScreen( captureToImage );
- idRenderModel *m = renderModelManager->CheckModel( model );
- if ( !m ) {
- common->Printf( "...not found\n" );
- }
- }
- /*
- =================
- idRenderModelManagerLocal::WritePrecacheCommands
- =================
- */
- void idRenderModelManagerLocal::WritePrecacheCommands( idFile *f ) {
- for ( int i = 0; i < models.Num(); i++ ) {
- idRenderModel *model = models[i];
- if ( !model ) {
- continue;
- }
- if ( !model->IsReloadable() ) {
- continue;
- }
- char str[1024];
- sprintf( str, "touchModel %s\n", model->Name() );
- common->Printf( "%s", str );
- f->Printf( "%s", str );
- }
- }
- /*
- =================
- idRenderModelManagerLocal::Init
- =================
- */
- void idRenderModelManagerLocal::Init() {
- cmdSystem->AddCommand( "listModels", ListModels_f, CMD_FL_RENDERER, "lists all models" );
- cmdSystem->AddCommand( "printModel", PrintModel_f, CMD_FL_RENDERER, "prints model info", idCmdSystem::ArgCompletion_ModelName );
- cmdSystem->AddCommand( "reloadModels", ReloadModels_f, CMD_FL_RENDERER|CMD_FL_CHEAT, "reloads models" );
- cmdSystem->AddCommand( "touchModel", TouchModel_f, CMD_FL_RENDERER, "touches a model", idCmdSystem::ArgCompletion_ModelName );
- insideLevelLoad = false;
- // create a default model
- idRenderModelStatic *model = new (TAG_MODEL) idRenderModelStatic;
- model->InitEmpty( "_DEFAULT" );
- model->MakeDefaultModel();
- model->SetLevelLoadReferenced( true );
- defaultModel = model;
- AddModel( model );
- // create the beam model
- idRenderModelStatic *beam = new (TAG_MODEL) idRenderModelBeam;
- beam->InitEmpty( "_BEAM" );
- beam->SetLevelLoadReferenced( true );
- beamModel = beam;
- AddModel( beam );
- idRenderModelStatic *sprite = new (TAG_MODEL) idRenderModelSprite;
- sprite->InitEmpty( "_SPRITE" );
- sprite->SetLevelLoadReferenced( true );
- spriteModel = sprite;
- AddModel( sprite );
- }
- /*
- =================
- idRenderModelManagerLocal::Shutdown
- =================
- */
- void idRenderModelManagerLocal::Shutdown() {
- models.DeleteContents( true );
- hash.Free();
- }
- /*
- =================
- idRenderModelManagerLocal::GetModel
- =================
- */
- idRenderModel *idRenderModelManagerLocal::GetModel( const char *_modelName, bool createIfNotFound ) {
- if ( !_modelName || !_modelName[0] ) {
- return NULL;
- }
- idStrStatic< MAX_OSPATH > canonical = _modelName;
- canonical.ToLower();
- idStrStatic< MAX_OSPATH > extension;
- canonical.ExtractFileExtension( extension );
- // see if it is already present
- int key = hash.GenerateKey( canonical, false );
- for ( int i = hash.First( key ); i != -1; i = hash.Next( i ) ) {
- idRenderModel *model = models[i];
- if ( canonical.Icmp( model->Name() ) == 0 ) {
- if ( !model->IsLoaded() ) {
- // reload it if it was purged
- idStr generatedFileName = "generated/rendermodels/";
- generatedFileName.AppendPath( canonical );
- generatedFileName.SetFileExtension( va( "b%s", extension.c_str() ) );
- if ( model->SupportsBinaryModel() && r_binaryLoadRenderModels.GetBool() ) {
- idFileLocal file( fileSystem->OpenFileReadMemory( generatedFileName ) );
- model->PurgeModel();
- if ( !model->LoadBinaryModel( file, 0 ) ) {
- model->LoadModel();
- }
- } else {
- model->LoadModel();
- }
- } else if ( insideLevelLoad && !model->IsLevelLoadReferenced() ) {
- // we are reusing a model already in memory, but
- // touch all the materials to make sure they stay
- // in memory as well
- model->TouchData();
- }
- model->SetLevelLoadReferenced( true );
- return model;
- }
- }
- // see if we can load it
- // determine which subclass of idRenderModel to initialize
- idRenderModel * model = NULL;
- if ( ( extension.Icmp( "ase" ) == 0 ) || ( extension.Icmp( "lwo" ) == 0 ) || ( extension.Icmp( "flt" ) == 0 ) || ( extension.Icmp( "ma" ) == 0 ) ) {
- model = new (TAG_MODEL) idRenderModelStatic;
- } else if ( extension.Icmp( MD5_MESH_EXT ) == 0 ) {
- model = new (TAG_MODEL) idRenderModelMD5;
- } else if ( extension.Icmp( "md3" ) == 0 ) {
- model = new (TAG_MODEL) idRenderModelMD3;
- } else if ( extension.Icmp( "prt" ) == 0 ) {
- model = new (TAG_MODEL) idRenderModelPrt;
- } else if ( extension.Icmp( "liquid" ) == 0 ) {
- model = new (TAG_MODEL) idRenderModelLiquid;
- }
- idStrStatic< MAX_OSPATH > generatedFileName;
- if ( model != NULL ) {
- generatedFileName = "generated/rendermodels/";
- generatedFileName.AppendPath( canonical );
- generatedFileName.SetFileExtension( va( "b%s", extension.c_str() ) );
- // Get the timestamp on the original file, if it's newer than what is stored in binary model, regenerate it
- ID_TIME_T sourceTimeStamp = fileSystem->GetTimestamp( canonical );
- idFileLocal file( fileSystem->OpenFileReadMemory( generatedFileName ) );
- if ( !model->SupportsBinaryModel() || !r_binaryLoadRenderModels.GetBool() ) {
- model->InitFromFile( canonical );
- } else {
- if ( !model->LoadBinaryModel( file, sourceTimeStamp ) ) {
- model->InitFromFile( canonical );
- idFileLocal outputFile( fileSystem->OpenFileWrite( generatedFileName, "fs_basepath" ) );
- idLib::Printf( "Writing %s\n", generatedFileName.c_str() );
- model->WriteBinaryModel( outputFile );
- } /* else {
- idLib::Printf( "loaded binary model %s from file %s\n", model->Name(), generatedFileName.c_str() );
- } */
- }
- }
- // Not one of the known formats
- if ( model == NULL ) {
- if ( extension.Length() ) {
- common->Warning( "unknown model type '%s'", canonical.c_str() );
- }
- if ( !createIfNotFound ) {
- return NULL;
- }
- idRenderModelStatic *smodel = new (TAG_MODEL) idRenderModelStatic;
- smodel->InitEmpty( canonical );
- smodel->MakeDefaultModel();
- model = smodel;
- }
- if ( cvarSystem->GetCVarBool( "fs_buildresources" ) ) {
- fileSystem->AddModelPreload( canonical );
- }
- model->SetLevelLoadReferenced( true );
- if ( !createIfNotFound && model->IsDefaultModel() ) {
- delete model;
- model = NULL;
- return NULL;
- }
- if ( cvarSystem->GetCVarBool( "fs_buildgame" ) ) {
- fileSystem->AddModelPreload( model->Name() );
- }
- AddModel( model );
- return model;
- }
- /*
- =================
- idRenderModelManagerLocal::AllocModel
- =================
- */
- idRenderModel *idRenderModelManagerLocal::AllocModel() {
- return new (TAG_MODEL) idRenderModelStatic();
- }
- /*
- =================
- idRenderModelManagerLocal::FreeModel
- =================
- */
- void idRenderModelManagerLocal::FreeModel( idRenderModel *model ) {
- if ( !model ) {
- return;
- }
- if ( !dynamic_cast<idRenderModelStatic *>( model ) ) {
- common->Error( "idRenderModelManager::FreeModel: model '%s' is not a static model", model->Name() );
- return;
- }
- if ( model == defaultModel ) {
- common->Error( "idRenderModelManager::FreeModel: can't free the default model" );
- return;
- }
- if ( model == beamModel ) {
- common->Error( "idRenderModelManager::FreeModel: can't free the beam model" );
- return;
- }
- if ( model == spriteModel ) {
- common->Error( "idRenderModelManager::FreeModel: can't free the sprite model" );
- return;
- }
- R_CheckForEntityDefsUsingModel( model );
- delete model;
- }
- /*
- =================
- idRenderModelManagerLocal::FindModel
- =================
- */
- idRenderModel *idRenderModelManagerLocal::FindModel( const char *modelName ) {
- return GetModel( modelName, true );
- }
- /*
- =================
- idRenderModelManagerLocal::CheckModel
- =================
- */
- idRenderModel *idRenderModelManagerLocal::CheckModel( const char *modelName ) {
- return GetModel( modelName, false );
- }
- /*
- =================
- idRenderModelManagerLocal::DefaultModel
- =================
- */
- idRenderModel *idRenderModelManagerLocal::DefaultModel() {
- return defaultModel;
- }
- /*
- =================
- idRenderModelManagerLocal::AddModel
- =================
- */
- void idRenderModelManagerLocal::AddModel( idRenderModel *model ) {
- hash.Add( hash.GenerateKey( model->Name(), false ), models.Append( model ) );
- }
- /*
- =================
- idRenderModelManagerLocal::RemoveModel
- =================
- */
- void idRenderModelManagerLocal::RemoveModel( idRenderModel *model ) {
- int index = models.FindIndex( model );
- if ( index != -1 ) {
- hash.RemoveIndex( hash.GenerateKey( model->Name(), false ), index );
- models.RemoveIndex( index );
- }
- }
- /*
- =================
- idRenderModelManagerLocal::ReloadModels
- =================
- */
- void idRenderModelManagerLocal::ReloadModels( bool forceAll ) {
- if ( forceAll ) {
- common->Printf( "Reloading all model files...\n" );
- } else {
- common->Printf( "Checking for changed model files...\n" );
- }
- R_FreeDerivedData();
- // skip the default model at index 0
- for ( int i = 1; i < models.Num(); i++ ) {
- idRenderModel *model = models[i];
- // we may want to allow world model reloading in the future, but we don't now
- if ( !model->IsReloadable() ) {
- continue;
- }
- if ( !forceAll ) {
- // check timestamp
- ID_TIME_T current;
- fileSystem->ReadFile( model->Name(), NULL, ¤t );
- if ( current <= model->Timestamp() ) {
- continue;
- }
- }
- common->DPrintf( "reloading %s.\n", model->Name() );
- model->LoadModel();
- }
- // we must force the world to regenerate, because models may
- // have changed size, making their references invalid
- R_ReCreateWorldReferences();
- }
- /*
- =================
- idRenderModelManagerLocal::FreeModelVertexCaches
- =================
- */
- void idRenderModelManagerLocal::FreeModelVertexCaches() {
- for ( int i = 0; i < models.Num(); i++ ) {
- idRenderModel *model = models[i];
- model->FreeVertexCache();
- }
- }
- /*
- =================
- idRenderModelManagerLocal::BeginLevelLoad
- =================
- */
- void idRenderModelManagerLocal::BeginLevelLoad() {
- insideLevelLoad = true;
- for ( int i = 0; i < models.Num(); i++ ) {
- idRenderModel *model = models[i];
- // always reload all models
- if ( model->IsReloadable() ) {
- R_CheckForEntityDefsUsingModel( model );
- model->PurgeModel();
- }
- model->SetLevelLoadReferenced( false );
- }
- vertexCache.FreeStaticData();
- }
- /*
- =================
- idRenderModelManagerLocal::Preload
- =================
- */
- void idRenderModelManagerLocal::Preload( const idPreloadManifest &manifest ) {
- if ( preload_MapModels.GetBool() ) {
- // preload this levels images
- int start = Sys_Milliseconds();
- int numLoaded = 0;
- idList< preloadSort_t > preloadSort;
- preloadSort.Resize( manifest.NumResources() );
- for ( int i = 0; i < manifest.NumResources(); i++ ) {
- const preloadEntry_s & p = manifest.GetPreloadByIndex( i );
- idResourceCacheEntry rc;
- idStrStatic< MAX_OSPATH > filename;
- if ( p.resType == PRELOAD_MODEL ) {
- filename = "generated/rendermodels/";
- filename += p.resourceName;
- idStrStatic< 16 > ext;
- filename.ExtractFileExtension( ext );
- filename.SetFileExtension( va( "b%s", ext.c_str() ) );
- }
- if ( p.resType == PRELOAD_PARTICLE ) {
- filename = "generated/particles/";
- filename += p.resourceName;
- filename += ".bprt";
- }
- if ( !filename.IsEmpty() ) {
- if ( fileSystem->GetResourceCacheEntry( filename, rc ) ) {
- preloadSort_t ps = {};
- ps.idx = i;
- ps.ofs = rc.offset;
- preloadSort.Append( ps );
- }
- }
- }
-
- preloadSort.SortWithTemplate( idSort_Preload() );
- for ( int i = 0; i < preloadSort.Num(); i++ ) {
- const preloadSort_t & ps = preloadSort[ i ];
- const preloadEntry_s & p = manifest.GetPreloadByIndex( ps.idx );
- if ( p.resType == PRELOAD_MODEL ) {
- idRenderModel * model = FindModel( p.resourceName );
- if ( model != NULL ) {
- model->SetLevelLoadReferenced( true );
- }
- } else if ( p.resType == PRELOAD_PARTICLE ) {
- declManager->FindType( DECL_PARTICLE, p.resourceName );
- }
- numLoaded++;
- }
- int end = Sys_Milliseconds();
- common->Printf( "%05d models preloaded ( or were already loaded ) in %5.1f seconds\n", numLoaded, ( end - start ) * 0.001 );
- common->Printf( "----------------------------------------\n" );
- }
- }
- /*
- =================
- idRenderModelManagerLocal::EndLevelLoad
- =================
- */
- void idRenderModelManagerLocal::EndLevelLoad() {
- common->Printf( "----- idRenderModelManagerLocal::EndLevelLoad -----\n" );
- int start = Sys_Milliseconds();
- insideLevelLoad = false;
- int purgeCount = 0;
- int keepCount = 0;
- int loadCount = 0;
- // purge any models not touched
- for ( int i = 0; i < models.Num(); i++ ) {
- idRenderModel *model = models[i];
- if ( !model->IsLevelLoadReferenced() && model->IsLoaded() && model->IsReloadable() ) {
- // common->Printf( "purging %s\n", model->Name() );
- purgeCount++;
- R_CheckForEntityDefsUsingModel( model );
- model->PurgeModel();
- } else {
- // common->Printf( "keeping %s\n", model->Name() );
- keepCount++;
- }
- common->UpdateLevelLoadPacifier();
- }
- // load any new ones
- for ( int i = 0; i < models.Num(); i++ ) {
- common->UpdateLevelLoadPacifier();
- idRenderModel *model = models[i];
- if ( model->IsLevelLoadReferenced() && !model->IsLoaded() && model->IsReloadable() ) {
- loadCount++;
- model->LoadModel();
- }
- }
- // create static vertex/index buffers for all models
- for ( int i = 0; i < models.Num(); i++ ) {
- common->UpdateLevelLoadPacifier();
- idRenderModel *model = models[i];
- if ( model->IsLoaded() ) {
- for ( int j = 0; j < model->NumSurfaces(); j++ ) {
- R_CreateStaticBuffersForTri( *(model->Surface( j )->geometry) );
- }
- }
- }
- // _D3XP added this
- int end = Sys_Milliseconds();
- common->Printf( "%5i models purged from previous level, ", purgeCount );
- common->Printf( "%5i models kept.\n", keepCount );
- if ( loadCount ) {
- common->Printf( "%5i new models loaded in %5.1f seconds\n", loadCount, (end-start) * 0.001 );
- }
- common->Printf( "---------------------------------------------------\n" );
- }
- /*
- =================
- idRenderModelManagerLocal::PrintMemInfo
- =================
- */
- void idRenderModelManagerLocal::PrintMemInfo( MemInfo_t *mi ) {
- int i, j, totalMem = 0;
- int *sortIndex;
- idFile *f;
- f = fileSystem->OpenFileWrite( mi->filebase + "_models.txt" );
- if ( !f ) {
- return;
- }
- // sort first
- sortIndex = new (TAG_MODEL) int[ localModelManager.models.Num()];
- for ( i = 0; i < localModelManager.models.Num(); i++ ) {
- sortIndex[i] = i;
- }
- for ( i = 0; i < localModelManager.models.Num() - 1; i++ ) {
- for ( j = i + 1; j < localModelManager.models.Num(); j++ ) {
- if ( localModelManager.models[sortIndex[i]]->Memory() < localModelManager.models[sortIndex[j]]->Memory() ) {
- int temp = sortIndex[i];
- sortIndex[i] = sortIndex[j];
- sortIndex[j] = temp;
- }
- }
- }
- // print next
- for ( int i = 0; i < localModelManager.models.Num(); i++ ) {
- idRenderModel *model = localModelManager.models[sortIndex[i]];
- int mem;
- if ( !model->IsLoaded() ) {
- continue;
- }
- mem = model->Memory();
- totalMem += mem;
- f->Printf( "%s %s\n", idStr::FormatNumber( mem ).c_str(), model->Name() );
- }
- delete [] sortIndex;
- mi->modelAssetsTotal = totalMem;
- f->Printf( "\nTotal model bytes allocated: %s\n", idStr::FormatNumber( totalMem ).c_str() );
- fileSystem->CloseFile( f );
- }
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