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
This commit is contained in:
parent
e9e919b54c
commit
5670e6f54c
19 changed files with 119 additions and 59 deletions
|
|
@ -400,7 +400,7 @@ float FVoxelModel::getAspectFactor(float stretch)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
void FVoxelModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID*, const TArray<VSMatrix>& animationData)
|
||||
void FVoxelModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID*, const TArray<VSMatrix>& boneData)
|
||||
{
|
||||
renderer->SetMaterial(skin, true, translation);
|
||||
renderer->SetupFrame(this, 0, 0, 0, {});
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue