I’ve been looking at Mustata Bogdan’s quake 2 md2 loader and I can’t figure out why he uses this to allocate memory for the variables: mdl->skins = (md2_skin_t *) malloc(sizeof(md2_skin_t) * mdl->header.numSkins);
What is the “(md2_skin_t *)” for? I thought malloc was used without the “(md2_skin_t *)”
Can anyone help? Here is a code snipet:
typedef struct
{
int magic;
int version;
int skinWidth;
int skinHeight;
int frameSize;
int numSkins;
int numVertices;
int numTexCoords;
int numTriangles;
int numGlCommands;
int numFrames;
int offsetSkins;
int offsetTexCoords;
int offsetTriangles;
int offsetFrames;
int offsetGlCommands;
int offsetEnd;
} md2_header_t;typedef char md2_skin_t[64];
typedef struct
{
float vertex[3];
float normal[3];
} md2_triangleVertex_t;typedef struct
{
md2_header_t header;
md2_skin_t *skins;
md2_textureCoordinate_t *texCoords;
md2_triangle_t *triangles;
md2_frame_t *frames;
int *glCommandBuffer;
} md2_model_t;mdl->skins = (md2_skin_t *) malloc(sizeof(md2_skin_t) * mdl->header.numSkins);
mdl->texCoords = (md2_textureCoordinate_t *) malloc(sizeof(md2_textureCoordinate_t) * mdl->header.numTexCoords);