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

@ -34,7 +34,9 @@ TSRenderState::TSRenderState()
mCuller( NULL ),
mLightQuery( NULL ),
mUseOriginSort( false ),
mAccuTex( NULL )
mAccuTex( NULL ),
mNodeTransforms( NULL ),
mNodeTransformCount( 0 )
{
}
@ -48,6 +50,9 @@ TSRenderState::TSRenderState( const TSRenderState &state )
mCuller( state.mCuller ),
mUseOriginSort( state.mUseOriginSort ),
mLightQuery( state.mLightQuery ),
mAccuTex( state.mAccuTex )
mAccuTex( state.mAccuTex ),
mUseOriginSort( state.mUseOriginSort ),
mNodeTransforms( state.mNodeTransforms ),
mNodeTransformCount( state.mNodeTransformCount )
{
}