Almost done with To-Dos

- The compile errors should be fixed
- Implemented a way for skeletal models using the MODELSAREATTACHMENTS flag to not upload duplicate bones to the bone buffer
This commit is contained in:
Shiny Metagross 2022-08-15 20:08:32 -07:00 committed by Christoph Oelckers
commit b7c1c53eb0
17 changed files with 37 additions and 32 deletions

View file

@ -363,7 +363,7 @@ int FDMDModel::FindFrame(const char* name, bool nodefault)
//
//===========================================================================
void FDMDModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const FTextureID*, const TArray<VSMatrix>& boneData)
void FDMDModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const FTextureID*, const TArray<VSMatrix>& boneData, int boneStartPosition)
{
if (frameno >= info.numFrames || frameno2 >= info.numFrames) return;
@ -376,7 +376,7 @@ void FDMDModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int f
renderer->SetInterpolation(inter);
renderer->SetMaterial(skin, false, translation);
renderer->SetupFrame(this, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3, {});
renderer->SetupFrame(this, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3, {}, -1);
renderer->DrawArrays(0, lodInfo[0].numTriangles * 3);
renderer->SetInterpolation(0.f);
}