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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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@ -93,6 +93,8 @@ public:
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GFXShaderConstHandle* mTexHandlesSC[Material::MAX_TEX_PER_PASS];
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GFXShaderConstHandle* mRTParamsSC[TEXTURE_STAGE_COUNT];
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GFXShaderConstHandle* mNodeTransforms;
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void init( GFXShader* shader, CustomMaterial* mat = NULL );
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};
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@ -128,6 +130,7 @@ public:
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virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass);
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virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass );
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virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass);
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virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass);
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virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass);
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virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
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virtual bool stepInstance();
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