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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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@ -35,7 +35,7 @@ class SceneRenderState;
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class GFXCubemap;
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class Frustum;
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class LightQuery;
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class TSShape;
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/// A simple class for passing render state through the pre-render pipeline.
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///
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@ -109,6 +109,12 @@ protected:
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// volume. This is passed down per-object.
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GFXTextureObject* mAccuTex;
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/// List of matrices to use for hardware skinning
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MatrixF *mNodeTransforms;
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/// Count of matrices in the mNodeTransforms list
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U32 mNodeTransformCount;
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public:
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@ -159,6 +165,10 @@ public:
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void setAccuTex( GFXTextureObject* query ) { mAccuTex = query; }
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GFXTextureObject* getAccuTex() const { return mAccuTex; }
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///@ see mNodeTransforms, mNodeTransformCount
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void setNodeTransforms(MatrixF *list, U32 count) { mNodeTransforms = list; mNodeTransformCount = count; }
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void getNodeTransforms(MatrixF **list, U32 *count) const { *list = mNodeTransforms; *count = mNodeTransformCount; }
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/// @}
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};
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