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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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@ -65,12 +65,14 @@ public:
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virtual MaterialParameterHandle* getMaterialParameterHandle(const String& name);
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virtual bool setupPass(SceneRenderState *, const SceneData &sgData );
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virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state);
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virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms);
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virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData);
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virtual void setTextureStages(SceneRenderState * state, const SceneData &sgData );
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virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
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virtual bool isInstanced() const;
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virtual bool stepInstance();
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virtual bool isForwardLit() const { return mIsForwardLit; }
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virtual bool isHardwareSkinned() const { return mIsHardwareSkinned; }
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virtual void setUserObject( SimObject *userObject ) { mUserObject = userObject; }
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virtual SimObject* getUserObject() const { return mUserObject; }
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virtual Material *getMaterial() { return mMaterial; }
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@ -113,6 +115,9 @@ protected:
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/// If the processed material requires forward lighting or not.
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bool mIsForwardLit;
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/// If the processed material requires bone transforms
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bool mIsHardwareSkinned;
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S32 mCurPass;
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U32 mMaxStages;
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