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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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@ -371,6 +371,17 @@ struct MeshRenderInst : public RenderInst
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GFXTextureObject *accuTex;
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GFXCubemap *cubemap;
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/// @name Hardware Skinning
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/// {
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MatrixF *mNodeTransforms;
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U32 mNodeTransformCount;
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/// }
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#ifdef TORQUE_ENABLE_GFXDEBUGEVENTS
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const char *meshName;
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const char *objectName;
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#endif
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void clear();
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};
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