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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@ -343,7 +343,7 @@ int FMD3Model::FindFrame(const char* name, bool nodefault)
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//
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//===========================================================================
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void FMD3Model::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData)
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void FMD3Model::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& boneData, int boneStartPosition)
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{
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if ((unsigned)frameno >= Frames.Size() || (unsigned)frameno2 >= Frames.Size()) return;
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@ -373,7 +373,7 @@ void FMD3Model::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int f
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}
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renderer->SetMaterial(surfaceSkin, false, translation);
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renderer->SetupFrame(this, surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices, {});
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renderer->SetupFrame(this, surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices, {}, -1);
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renderer->DrawElements(surf->numTriangles * 3, surf->iindex * sizeof(unsigned int));
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}
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renderer->SetInterpolation(0.f);
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