Move bone buffer to backend
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16 changed files with 42 additions and 191 deletions
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@ -41,7 +41,6 @@
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#include "hwrenderer/scene/hw_drawinfo.h"
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#include "hw_renderstate.h"
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#include "hwrenderer/scene/hw_portal.h"
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#include "hw_bonebuffer.h"
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#include "hw_models.h"
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CVAR(Bool, gl_light_models, true, CVAR_ARCHIVE)
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@ -156,9 +155,7 @@ void FHWModelRenderer::DrawElements(int numIndices, size_t offset)
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int FHWModelRenderer::SetupFrame(FModel *model, unsigned int frame1, unsigned int frame2, unsigned int size, const TArray<VSMatrix>& bones, int boneStartIndex)
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{
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auto mdbuff = static_cast<FModelVertexBuffer*>(model->GetVertexBuffer(GetType()));
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screen->mBones->Map();
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boneIndexBase = boneStartIndex >= 0 ? boneStartIndex : screen->mBones->UploadBones(bones);
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screen->mBones->Unmap();
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boneIndexBase = boneStartIndex >= 0 ? boneStartIndex : state.UploadBones(bones);
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state.SetBoneIndexBase(boneIndexBase);
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if (mdbuff)
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{
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