- cleaned up MD3 rendering and merged RenderFrame and RenderFrameInterpolated into one function.
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parent
59522f7065
commit
03916d75de
5 changed files with 28 additions and 79 deletions
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@ -269,7 +269,7 @@ void FDMDModel::RenderGLCommands(void *glCommands, unsigned int numVertices, FMo
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char *pos;
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FGLCommandVertex * v;
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int count;
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const bool interpolate = (vertices2 != NULL && inter != 0.);
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const bool interpolate = (vertices2 != NULL && inter != 0. && vertices != vertices2);
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gl_RenderState.Apply();
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for(pos = (char*)glCommands; *pos;)
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@ -304,7 +304,7 @@ void FDMDModel::RenderGLCommands(void *glCommands, unsigned int numVertices, FMo
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}
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}
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void FDMDModel::RenderFrameInterpolated(FTexture * skin, int frameno, int frameno2, double inter, int translation)
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void FDMDModel::RenderFrame(FTexture * skin, int frameno, int frameno2, double inter, int translation)
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{
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if (frameno >= info.numFrames || frameno2 >= info.numFrames) return;
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@ -323,11 +323,6 @@ void FDMDModel::RenderFrameInterpolated(FTexture * skin, int frameno, int framen
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}
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void FDMDModel::RenderFrame(FTexture * skin, int frameno, int translation)
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{
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RenderFrameInterpolated(skin, frameno, frameno, 0., translation);
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}
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//===========================================================================
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//
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// FMD2Model::Load
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