- fixed: The interpolation factor for models was never passed to the shader.
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5 changed files with 9 additions and 5 deletions
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@ -304,10 +304,12 @@ void FDMDModel::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
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FMaterial * tex = FMaterial::ValidateTexture(skin, false);
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gl_RenderState.SetMaterial(tex, CLAMP_NONE, translation, -1, false);
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gl_RenderState.SetInterpolationFactor((float)inter);
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gl_RenderState.Apply();
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GLRenderer->mModelVBO->SetupFrame(frames[frameno].vindex, frames[frameno2].vindex, inter);
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GLRenderer->mModelVBO->SetupFrame(frames[frameno].vindex, frames[frameno2].vindex);
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glDrawArrays(GL_TRIANGLES, 0, lodInfo[0].numTriangles * 3);
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gl_RenderState.SetInterpolationFactor(0.f);
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}
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