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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@ -221,7 +221,7 @@ void FUE1Model::UnloadGeometry()
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groups.Reset();
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}
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int FUE1Model::FindFrame( const char *name, bool nodefault )
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int FUE1Model::FindFrame(const char* name, bool nodefault)
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{
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// there are no named frames, but we need something here to properly interface with it. So just treat the string as an index number.
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auto index = strtol(name, nullptr, 0);
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@ -229,7 +229,7 @@ int FUE1Model::FindFrame( const char *name, bool nodefault )
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return index;
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}
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void FUE1Model::RenderFrame( FModelRenderer *renderer, FGameTexture *skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids)
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void FUE1Model::RenderFrame( FModelRenderer *renderer, FGameTexture *skin, int frame, int frame2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& animationData)
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{
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// the moment of magic
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if ( (frame < 0) || (frame2 < 0) || (frame >= numFrames) || (frame2 >= numFrames) ) return;
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@ -260,7 +260,7 @@ void FUE1Model::RenderFrame( FModelRenderer *renderer, FGameTexture *skin, int f
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// TODO: Handle per-group render styles and other flags once functions for it are implemented
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// Future note: poly renderstyles should always be enforced unless the actor itself has a style other than Normal
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renderer->SetMaterial(sskin,false,translation);
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renderer->SetupFrame(this, vofs+frame*fsize,vofs+frame2*fsize,vsize);
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renderer->SetupFrame(this, vofs + frame * fsize, vofs + frame2 * fsize, vsize, {});
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renderer->DrawArrays(0,vsize);
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vofs += vsize;
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}
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@ -321,3 +321,8 @@ FUE1Model::~FUE1Model()
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{
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UnloadGeometry();
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}
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const TArray<VSMatrix>* FUE1Model::AttachAnimationData()
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{
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return {};
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}
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