IQM Support Implemented
More info to come
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49 changed files with 1356 additions and 62 deletions
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@ -378,9 +378,9 @@ bool FVoxelModel::Load(const char * fn, int lumpnum, const char * buffer, int le
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//
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//===========================================================================
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int FVoxelModel::FindFrame(const char * name, bool nodefault)
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int FVoxelModel::FindFrame(const char* name, bool nodefault)
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{
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return nodefault? FErr_Voxel : 0; // -2, not -1 because voxels are special.
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return nodefault ? FErr_Voxel : 0; // -2, not -1 because voxels are special.
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}
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//===========================================================================
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@ -400,10 +400,21 @@ float FVoxelModel::getAspectFactor(float stretch)
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//
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//===========================================================================
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void FVoxelModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID*)
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void FVoxelModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID*, const TArray<VSMatrix>& animationData)
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{
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renderer->SetMaterial(skin, true, translation);
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renderer->SetupFrame(this, 0, 0, 0);
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renderer->SetupFrame(this, 0, 0, 0, {});
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renderer->DrawElements(mNumIndices, 0);
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}
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//===========================================================================
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//
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// Voxels don't use bones
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//
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//===========================================================================
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const TArray<VSMatrix>* FVoxelModel::AttachAnimationData()
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{
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return {};
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}
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