use FTranslationID in the model code.

This commit is contained in:
Christoph Oelckers 2023-11-09 22:37:59 +01:00
commit c5c822ea75
17 changed files with 29 additions and 24 deletions

View file

@ -116,9 +116,9 @@ void FHWModelRenderer::SetInterpolation(double inter)
state.SetInterpolationFactor((float)inter);
}
void FHWModelRenderer::SetMaterial(FGameTexture *skin, bool clampNoFilter, int translation)
void FHWModelRenderer::SetMaterial(FGameTexture *skin, bool clampNoFilter, FTranslationID translation)
{
state.SetMaterial(skin, UF_Skin, 0, clampNoFilter ? CLAMP_NOFILTER : CLAMP_NONE, translation, -1);
state.SetMaterial(skin, UF_Skin, 0, clampNoFilter ? CLAMP_NOFILTER : CLAMP_NONE, translation.index(), -1);
state.SetLightIndex(modellightindex);
}

View file

@ -53,7 +53,7 @@ public:
void BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored, FSpriteModelFrame *smf) override;
void EndDrawHUDModel(FRenderStyle style, FSpriteModelFrame *smf) override;
void SetInterpolation(double interpolation) override;
void SetMaterial(FGameTexture *skin, bool clampNoFilter, int translation) override;
void SetMaterial(FGameTexture *skin, bool clampNoFilter, FTranslationID translation) override;
void DrawArrays(int start, int count) override;
void DrawElements(int numIndices, size_t offset) override;
int SetupFrame(FModel *model, unsigned int frame1, unsigned int frame2, unsigned int size, const TArray<VSMatrix>& bones, int boneStartIndex) override;