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https://github.com/TorqueGameEngines/Torque3D.git
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Fix load with DTS shapes introduced with HW skinning changes
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26241020ff
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5 changed files with 85 additions and 18 deletions
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@ -169,6 +169,7 @@ void TSShapeInstance::buildInstanceData(TSShape * _shape, bool loadMaterials)
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// material list...
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mMaterialList = NULL;
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mOwnMaterialList = false;
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mUseOwnBuffer = false;
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//
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mData = 0;
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@ -532,7 +533,7 @@ void TSShapeInstance::render( const TSRenderState &rdata, S32 dl, F32 intraDL )
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S32 end = rdata.isNoRenderTranslucent() ? mShape->subShapeFirstTranslucentObject[ss] : mShape->subShapeFirstObject[ss] + mShape->subShapeNumObjects[ss];
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TSVertexBufferHandle *realBuffer;
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if (TSShape::smUseHardwareSkinning)
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if (TSShape::smUseHardwareSkinning && !mUseOwnBuffer)
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{
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// For hardware skinning, just using the buffer associated with the shape will work fine
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realBuffer = &mShape->mShapeVertexBuffer;
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@ -893,3 +894,7 @@ bool TSShapeInstance::hasAccumulation()
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return result;
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}
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void TSShapeInstance::setUseOwnBuffer()
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{
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mUseOwnBuffer = true;
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}
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