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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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@ -430,6 +430,12 @@ void RenderPrePassMgr::render( SceneRenderState *state )
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matrixSet.setProjection(*passRI->projection);
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mat->setTransforms(matrixSet, state);
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// Setup HW skinning transforms if applicable
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if (mat->usesHardwareSkinning())
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{
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mat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
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}
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// If we're instanced then don't render yet.
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if ( mat->isInstanced() )
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{
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