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
This commit is contained in:
James Urquhart 2015-01-10 19:41:25 +00:00
parent 507c239a87
commit 3496c549b5
72 changed files with 2533 additions and 1327 deletions

View file

@ -1459,10 +1459,17 @@ void TSMesh::prepOpcodeCollision()
AssertFatal( (curIts - its) == mi->GetNbTriangles(), "Triangle count mismatch!" );
for( S32 i = 0; i < mi->GetNbVertices(); i++ )
{
if( mVertexData.isReady() )
pts[i].Set( mVertexData[i].vert().x, mVertexData[i].vert().y, mVertexData[i].vert().z );
{
const __TSMeshVertexBase &vertData = mVertexData.getBase(i);
pts[i].Set( vertData.vert().x, vertData.vert().y, vertData.vert().z );
}
else
{
pts[i].Set( verts[i].x, verts[i].y, verts[i].z );
}
}
mi->SetPointers( its, pts );