Bone Getters Part 2/3, plus fixed warnings for MSVC
* add getters for frame poses * fix missing joint in GetJointPose * clean up models_iqm.cpp * clean up usage of I_GetTimeFrac, split out matrix calculation into its own function * clean up SetModelBoneRotationInternal * clean up a few float <-> double and unsigned <-> signed warnings * fix more warnings * further clean up warnings * split mode ObjectToWorldMatrix stuff * initial work on bone getters, matrix hell (the matrix/vec3 multiplications are probably wrong af, just gotta add more stuff 'till i can test it) * clean up matrix math * GetBone/TransformByBone * fix GetBoneFramePose * fix ObjectToWorldMatrix * fix missing array resize * raw matrix getters (for use with gutamatics/etc) * reverse matrix mult order * replace GetBoneLength/GetBoneDir with GetBoneBaseTRS * fix GetBonePosition, remove GetBoneWorldMatrix as it's useless * GetBonePosition * deduplicate code * rename GetBonePosition to GetBoneBasePosition to avoid confusion * GetBoneBaseRotation * GetBonePosition helper function * forgot include_offsets
This commit is contained in:
parent
db8bdab669
commit
d5f5c71d67
33 changed files with 1065 additions and 220 deletions
|
|
@ -307,7 +307,7 @@ bool Wiper_Crossfade::Run(int ticks)
|
|||
|
||||
bool Wiper_Crossfade::RunInterpolated(double ticks)
|
||||
{
|
||||
Clock += ticks;
|
||||
Clock += float(ticks);
|
||||
DrawTexture(twod, startScreen, 0, 0, DTA_FlipY, screen->RenderTextureIsFlipped(), DTA_Masked, false, TAG_DONE);
|
||||
DrawTexture(twod, endScreen, 0, 0, DTA_FlipY, screen->RenderTextureIsFlipped(), DTA_Masked, false, DTA_Alpha, clamp(Clock / 32.f, 0.f, 1.f), TAG_DONE);
|
||||
return Clock >= 32.;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue