Before moving boneSelector from unsigned complete
- boneSelector being unsigned might be the reason why gles is having a hard time. Just stashing this commit here as a bookmark in case I need it
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5 changed files with 96 additions and 10 deletions
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@ -32,6 +32,7 @@
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#include "gles_shader.h"
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#include "gles_renderer.h"
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#include "hw_lightbuffer.h"
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#include "hw_bonebuffer.h"
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#include "gles_renderbuffers.h"
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#include "gles_hwtexture.h"
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#include "gles_buffers.h"
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@ -251,6 +252,7 @@ bool FGLRenderState::ApplyShader()
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activeShader->cur->muTimer.Set((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.);
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activeShader->cur->muAlphaThreshold.Set(mAlphaThreshold);
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activeShader->cur->muClipSplit.Set(mClipSplit);
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activeShader->cur->muBoneIndexBase.Set(-1);
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activeShader->cur->muSpecularMaterial.Set(mGlossiness, mSpecularLevel);
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activeShader->cur->muAddColor.Set(mStreamData.uAddColor);
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activeShader->cur->muTextureAddColor.Set(mStreamData.uTextureAddColor);
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@ -349,6 +351,9 @@ bool FGLRenderState::ApplyShader()
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activeShader->cur->muLightRange.Set(range);
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}
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int index = mBoneIndexBase;
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activeShader->cur->muBoneIndexBase.Set(index);
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return true;
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}
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