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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
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72 changed files with 2533 additions and 1327 deletions
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@ -406,9 +406,10 @@ bool VolumetricFog::LoadShape()
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mIsVBDirty = true;
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for (U32 k = 0; k < numNrms; k++)
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{
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Point3F norm = mesh->mVertexData[k].normal();
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Point3F vert = mesh->mVertexData[k].vert();
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Point2F uv = mesh->mVertexData[k].tvert();
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const TSMesh::__TSMeshVertexBase &vd = mesh->mVertexData.getBase(k);
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Point3F norm = vd.normal();
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Point3F vert = vd.vert();
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Point2F uv = vd.tvert();
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tmpVerts[k].point = vert;
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tmpVerts[k].texCoord = uv;
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tmpVerts[k].normal = norm;
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