IQM Support Implemented
More info to come
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49 changed files with 1356 additions and 62 deletions
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@ -41,6 +41,7 @@
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#include "hwrenderer/scene/hw_drawinfo.h"
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#include "hw_renderstate.h"
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#include "hwrenderer/scene/hw_portal.h"
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#include "hw_bonebuffer.h"
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#include "hw_models.h"
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CVAR(Bool, gl_light_models, true, CVAR_ARCHIVE)
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@ -71,6 +72,7 @@ void FHWModelRenderer::BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf
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void FHWModelRenderer::EndDrawModel(FRenderStyle style, FSpriteModelFrame *smf)
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{
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state.SetBoneIndexBase(-1);
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state.EnableModelMatrix(false);
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state.SetDepthFunc(DF_Less);
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if (!(style == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES))
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@ -134,9 +136,10 @@ void FHWModelRenderer::DrawElements(int numIndices, size_t offset)
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//
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//===========================================================================
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void FHWModelRenderer::SetupFrame(FModel *model, unsigned int frame1, unsigned int frame2, unsigned int size)
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void FHWModelRenderer::SetupFrame(FModel *model, unsigned int frame1, unsigned int frame2, unsigned int size, const TArray<VSMatrix>& bones)
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{
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auto mdbuff = static_cast<FModelVertexBuffer*>(model->GetVertexBuffer(GetType()));
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state.SetBoneIndexBase(screen->mBones->UploadBones(bones));
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state.SetVertexBuffer(mdbuff->vertexBuffer(), frame1, frame2);
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if (mdbuff->indexBuffer()) state.SetIndexBuffer(mdbuff->indexBuffer());
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}
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