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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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@ -80,6 +80,9 @@ protected:
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/// This is set by initialization and used by the prepass.
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bool mHasNormalMaps;
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/// This material makes use of bone transforms
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bool mUsesHardwareSkinning;
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public:
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virtual ~BaseMatInstance();
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@ -149,6 +152,9 @@ public:
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/// @see setupPass
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virtual void setTransforms( const MatrixSet &matrixSet, SceneRenderState *state ) = 0;
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/// Sets node transforms for the current stage. Used for hardware skinning.
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virtual void setNodeTransforms( const MatrixF *address, const U32 numTransforms ) = 0;
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/// This initializes various material scene state settings and
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/// should be called after setupPass() within the pass loop.
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/// @see setupPass
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@ -214,6 +220,8 @@ public:
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/// Fast test for use of normal maps in this material.
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bool hasNormalMap() const { return mHasNormalMaps; }
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bool usesHardwareSkinning() const { return mUsesHardwareSkinning; }
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///
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MatFeaturesDelegate& getFeaturesDelegate() { return mFeaturesDelegate; }
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