remove bone component cache to decrease memory consumption

caching this is entirely unnecessary, as it changes every frame
This commit is contained in:
Ricardo Luís Vaz Silva 2025-01-26 17:25:27 -03:00 committed by Nash Muhandes
commit e2908ce0a3
21 changed files with 72 additions and 113 deletions

View file

@ -364,7 +364,7 @@ int FDMDModel::FindFrame(const char* name, bool nodefault)
//
//===========================================================================
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)
void FDMDModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, FTranslationID translation, const FTextureID*, int boneStartPosition, void * act)
{
if (frameno >= info.numFrames || frameno2 >= info.numFrames) return;
@ -377,7 +377,7 @@ void FDMDModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int f
renderer->SetInterpolation(inter);
renderer->SetMaterial(skin, false, translation, act);
renderer->SetupFrame(this, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3, {}, -1);
renderer->SetupFrame(this, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3, -1);
renderer->DrawArrays(0, lodInfo[0].numTriangles * 3);
renderer->SetInterpolation(0.f);
}