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

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