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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17 changed files with 37 additions and 32 deletions
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@ -628,7 +628,7 @@ int FOBJModel::FindFrame(const char* name, bool nodefault)
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* @param inter The amount to interpolate the two frames.
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* @param translation The translation for the skin
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*/
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void FOBJModel::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 FOBJModel::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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// Prevent the model from rendering if the frame number is < 0
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if (frameno < 0 || frameno2 < 0) return;
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@ -657,7 +657,7 @@ void FOBJModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int f
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}
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renderer->SetMaterial(userSkin, false, translation);
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renderer->SetupFrame(this, surf->vbStart, surf->vbStart, surf->numTris * 3, {});
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renderer->SetupFrame(this, surf->vbStart, surf->vbStart, surf->numTris * 3, {}, -1);
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renderer->DrawArrays(0, surf->numTris * 3);
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}
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}
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