Fixed a couple bugs
- MODELSAREATTACHMENTS was basically being applied anyways - Fixed a crash related to using an animation that never had the vertex buffer drawn because it was never used as a model
This commit is contained in:
parent
be9a671217
commit
6564adf310
2 changed files with 7 additions and 4 deletions
|
|
@ -361,7 +361,7 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
|
|||
FModel* animation = Models[animationid];
|
||||
animationData = animation->AttachAnimationData();
|
||||
|
||||
if ((!smf->flags & MDL_MODELSAREATTACHMENTS) || evaluatedSingle == false)
|
||||
if (!(smf->flags & MDL_MODELSAREATTACHMENTS) || evaluatedSingle == false)
|
||||
{
|
||||
boneData = animation->CalculateBones(modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : 0.f, *animationData);
|
||||
boneStartingPosition = renderer->SetupFrame(animation, 0, 0, 0, boneData, -1);
|
||||
|
|
@ -370,7 +370,7 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
|
|||
}
|
||||
else
|
||||
{
|
||||
if ((!smf->flags & MDL_MODELSAREATTACHMENTS) || evaluatedSingle == false)
|
||||
if (!(smf->flags & MDL_MODELSAREATTACHMENTS) || evaluatedSingle == false)
|
||||
{
|
||||
boneData = mdl->CalculateBones(modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : 0.f, *animationData);
|
||||
boneStartingPosition = renderer->SetupFrame(mdl, 0, 0, 0, boneData, -1);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue