Hardware Skinning Support

- Supports GL, D3D9 & D3D11
- Extends vertex formats & shadergen to support blend indices and weights
- Adds basic support for using 4x3 matrices for shader constants
- Supports software fallback
This commit is contained in:
James Urquhart 2015-01-10 19:41:25 +00:00
parent 507c239a87
commit 3496c549b5
72 changed files with 2533 additions and 1327 deletions

View file

@ -406,9 +406,10 @@ bool VolumetricFog::LoadShape()
mIsVBDirty = true;
for (U32 k = 0; k < numNrms; k++)
{
Point3F norm = mesh->mVertexData[k].normal();
Point3F vert = mesh->mVertexData[k].vert();
Point2F uv = mesh->mVertexData[k].tvert();
const TSMesh::__TSMeshVertexBase &vd = mesh->mVertexData.getBase(k);
Point3F norm = vd.normal();
Point3F vert = vd.vert();
Point2F uv = vd.tvert();
tmpVerts[k].point = vert;
tmpVerts[k].texCoord = uv;
tmpVerts[k].normal = norm;