Some of the to-dos
- Implemented Animation parameters for A_ChangeModel - Made a modeldef flag to treat additional model indices as just attachments, meaning they will use armature data from index 0 - Fixed an issue with A_ChangeModel where generated indices lower than smf frame amounts could not actually generate anything
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19 changed files with 119 additions and 59 deletions
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@ -628,7 +628,7 @@ int FOBJModel::FindFrame(const char* name, bool nodefault)
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* @param inter The amount to interpolate the two frames.
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* @param translation The translation for the skin
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*/
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void FOBJModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& animationData)
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void FOBJModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData)
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{
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// Prevent the model from rendering if the frame number is < 0
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if (frameno < 0 || frameno2 < 0) return;
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