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