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

@ -608,13 +608,11 @@ void GFXGLDevice::drawIndexedPrimitive( GFXPrimitiveType primType,
U32 startIndex,
U32 primitiveCount )
{
AssertFatal( startVertex == 0, "GFXGLDevice::drawIndexedPrimitive() - Non-zero startVertex unsupported!" );
preDrawPrimitive();
U16* buf = (U16*)static_cast<GFXGLPrimitiveBuffer*>(mCurrentPrimitiveBuffer.getPointer())->getBuffer() + startIndex;
U16* buf = (U16*)static_cast<GFXGLPrimitiveBuffer*>(mCurrentPrimitiveBuffer.getPointer())->getBuffer() + startIndex + mCurrentPrimitiveBuffer->mVolatileStart;
const U32 baseVertex = mCurrentVB[0]->mBufferVertexOffset;
const U32 baseVertex = mCurrentVB[0]->mBufferVertexOffset + startVertex;
if(mDrawInstancesCount)
glDrawElementsInstancedBaseVertex(GFXGLPrimType[primType], primCountToIndexCount(primType, primitiveCount), GL_UNSIGNED_SHORT, buf, mDrawInstancesCount, baseVertex);