IQM Support Implemented
More info to come
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dbd6a9dea1
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08f520f1c6
49 changed files with 1356 additions and 62 deletions
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@ -348,7 +348,7 @@ void FDMDModel::AddSkins(uint8_t *hitlist, const FTextureID*)
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// FDMDModel::FindFrame
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//
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//===========================================================================
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int FDMDModel::FindFrame(const char * name, bool nodefault)
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int FDMDModel::FindFrame(const char* name, bool nodefault)
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{
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for (int i=0;i<info.numFrames;i++)
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{
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@ -363,7 +363,7 @@ int FDMDModel::FindFrame(const char * name, bool nodefault)
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//
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//===========================================================================
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void FDMDModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const FTextureID*)
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void FDMDModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const FTextureID*, const TArray<VSMatrix>& animationData)
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{
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if (frameno >= info.numFrames || frameno2 >= info.numFrames) return;
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@ -376,11 +376,22 @@ void FDMDModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int f
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renderer->SetInterpolation(inter);
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renderer->SetMaterial(skin, false, translation);
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renderer->SetupFrame(this, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3);
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renderer->SetupFrame(this, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3, {});
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renderer->DrawArrays(0, lodInfo[0].numTriangles * 3);
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renderer->SetInterpolation(0.f);
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}
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//===========================================================================
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//
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// Pointless for this format
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//
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//===========================================================================
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const TArray<VSMatrix>* FDMDModel::AttachAnimationData()
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{
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return {};
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}
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//===========================================================================
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@ -552,4 +563,3 @@ void FMD2Model::LoadGeometry()
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FMD2Model::~FMD2Model()
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{
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}
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