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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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@ -206,7 +206,11 @@ void TSPartInstance::render(S32 od, const TSRenderState &rdata)
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// render mesh objects
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for (i=0; i<mMeshObjects.size(); i++)
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mMeshObjects[i]->render(od,mSourceShape->getMaterialList(),rdata,1.0);
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{
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TSRenderState objState = rdata;
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const char *meshName = mSourceShape->mShape->names[mMeshObjects[i]->object->nameIndex];
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mMeshObjects[i]->render(od,mSourceShape->mShape->mShapeVertexBuffer,mSourceShape->getMaterialList(),objState,1.0, meshName);
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}
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}
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//-------------------------------------------------------------------------------------
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