IQM Support Implemented

More info to come
This commit is contained in:
Shiny Metagross 2022-08-12 13:17:08 -07:00 committed by Christoph Oelckers
commit 08f520f1c6
49 changed files with 1356 additions and 62 deletions

View file

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