remove bone component cache to decrease memory consumption
caching this is entirely unnecessary, as it changes every frame
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parent
b04ded680c
commit
e2908ce0a3
21 changed files with 72 additions and 113 deletions
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@ -364,7 +364,7 @@ int FDMDModel::FindFrame(const char* name, bool nodefault)
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//
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//===========================================================================
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void FDMDModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, FTranslationID translation, const FTextureID*, const TArray<VSMatrix>& boneData, int boneStartPosition, void * act)
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void FDMDModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, FTranslationID translation, const FTextureID*, int boneStartPosition, void * act)
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{
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if (frameno >= info.numFrames || frameno2 >= info.numFrames) return;
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@ -377,7 +377,7 @@ void FDMDModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int f
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renderer->SetInterpolation(inter);
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renderer->SetMaterial(skin, false, translation, act);
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renderer->SetupFrame(this, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3, {}, -1);
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renderer->SetupFrame(this, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3, -1);
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renderer->DrawArrays(0, lodInfo[0].numTriangles * 3);
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renderer->SetInterpolation(0.f);
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}
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