- fixed: The interpolation factor for models was never passed to the shader.

This commit is contained in:
Christoph Oelckers 2014-10-23 09:57:27 +02:00
commit 618c23303f
5 changed files with 9 additions and 5 deletions

View file

@ -304,10 +304,12 @@ void FDMDModel::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
FMaterial * tex = FMaterial::ValidateTexture(skin, false);
gl_RenderState.SetMaterial(tex, CLAMP_NONE, translation, -1, false);
gl_RenderState.SetInterpolationFactor((float)inter);
gl_RenderState.Apply();
GLRenderer->mModelVBO->SetupFrame(frames[frameno].vindex, frames[frameno2].vindex, inter);
GLRenderer->mModelVBO->SetupFrame(frames[frameno].vindex, frames[frameno2].vindex);
glDrawArrays(GL_TRIANGLES, 0, lodInfo[0].numTriangles * 3);
gl_RenderState.SetInterpolationFactor(0.f);
}