IQM Refactor Milestone
- Removed bone manipulation code - Implemented an index in calculateBones to optimize multi-armature actors - Moved the bone storage object's creation to RenderModels so that the armature array can be sized there
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9 changed files with 26 additions and 145 deletions
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@ -77,7 +77,7 @@ public:
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virtual void AddSkins(uint8_t *hitlist, const FTextureID* surfaceskinids) = 0;
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virtual float getAspectFactor(float vscale) { return 1.f; }
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virtual const TArray<TRS>* AttachAnimationData() { return nullptr; };
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virtual const TArray<VSMatrix> CalculateBones(int frame1, int frame2, double inter, const TArray<TRS>& animationData, AActor* actor) { return {}; };
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virtual const TArray<VSMatrix> CalculateBones(int frame1, int frame2, double inter, const TArray<TRS>& animationData, AActor* actor, int index) { return {}; };
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void SetVertexBuffer(int type, IModelVertexBuffer *buffer) { mVBuf[type] = buffer; }
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IModelVertexBuffer *GetVertexBuffer(int type) const { return mVBuf[type]; }
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