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