- 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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@ -251,6 +251,7 @@ void FMD3Model::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
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{
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if (frameno>=numFrames || frameno2>=numFrames) return;
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gl_RenderState.SetInterpolationFactor((float)inter);
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for(int i=0;i<numSurfaces;i++)
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{
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MD3Surface * surf = &surfaces[i];
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@ -270,9 +271,10 @@ void FMD3Model::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
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gl_RenderState.SetMaterial(tex, CLAMP_NONE, translation, -1, false);
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gl_RenderState.Apply();
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GLRenderer->mModelVBO->SetupFrame(surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, inter);
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GLRenderer->mModelVBO->SetupFrame(surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices);
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glDrawElements(GL_TRIANGLES, surf->numTriangles * 3, GL_UNSIGNED_INT, (void*)(intptr_t)(surf->iindex * sizeof(unsigned int)));
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}
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gl_RenderState.SetInterpolationFactor(0.f);
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}
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FMD3Model::~FMD3Model()
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