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
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3f8141ed04
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b7c1c53eb0
17 changed files with 37 additions and 32 deletions
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@ -363,7 +363,7 @@ int FDMDModel::FindFrame(const char* name, bool nodefault)
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//
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//===========================================================================
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void FDMDModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const FTextureID*, const TArray<VSMatrix>& boneData)
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void FDMDModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const FTextureID*, const TArray<VSMatrix>& boneData, int boneStartPosition)
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{
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if (frameno >= info.numFrames || frameno2 >= info.numFrames) return;
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@ -376,7 +376,7 @@ void FDMDModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int f
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renderer->SetInterpolation(inter);
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renderer->SetMaterial(skin, false, translation);
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renderer->SetupFrame(this, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3, {});
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renderer->SetupFrame(this, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3, {}, -1);
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renderer->DrawArrays(0, lodInfo[0].numTriangles * 3);
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renderer->SetInterpolation(0.f);
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}
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