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fix juddery flickery lerpy models.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4294 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2013-04-07 07:13:59 +00:00
parent ebbb9bd149
commit 694f36a615
2 changed files with 25 additions and 18 deletions

View file

@ -1508,6 +1508,7 @@ qboolean Alias_GAliasBuildMesh(mesh_t *mesh, vbo_t **vbop, galiasinfo_t *inf, in
mesh->normals_array = meshcache.anorm;
mesh->snormals_array = meshcache.anorms;
mesh->tnormals_array = meshcache.anormt;
if (vbop)
*vbop = meshcache.vbop;
#ifdef SKELETALMODELS
@ -1539,7 +1540,9 @@ qboolean Alias_GAliasBuildMesh(mesh_t *mesh, vbo_t **vbop, galiasinfo_t *inf, in
#ifdef SKELETALMODELS
meshcache.usebonepose = NULL;
*vbop = meshcache.vbop = NULL;
meshcache.vbop = NULL;
if (vbop)
*vbop = NULL;
if (inf->ofs_skel_xyz && !inf->ofs_skel_weight)
{
//if we have skeletal xyz info, but no skeletal weights, then its a partial model that cannot possibly be animated.
@ -1550,6 +1553,8 @@ qboolean Alias_GAliasBuildMesh(mesh_t *mesh, vbo_t **vbop, galiasinfo_t *inf, in
mesh->snormals_array = (vec3_t*)((char*)inf + inf->ofs_skel_svect);
mesh->tnormals_array = (vec3_t*)((char*)inf + inf->ofs_skel_tvect);
if (vbop)
{
meshcache.vbo.indicies = inf->vboindicies;
meshcache.vbo.indexcount = inf->numindexes;
meshcache.vbo.vertcount = inf->numverts;
@ -1564,6 +1569,7 @@ qboolean Alias_GAliasBuildMesh(mesh_t *mesh, vbo_t **vbop, galiasinfo_t *inf, in
if (meshcache.vbo.indicies.dummy)
*vbop = meshcache.vbop = &meshcache.vbo;
}
}
else if (inf->numbones)
{
mesh->xyz2_array = NULL;
@ -1713,7 +1719,7 @@ qboolean Alias_GAliasBuildMesh(mesh_t *mesh, vbo_t **vbop, galiasinfo_t *inf, in
mesh->xyz2_array = (vecV_t *)((char *)p2 + p2->ofsverts);
}
if (meshcache.vbo.indicies.dummy)
if (vbop && meshcache.vbo.indicies.dummy)
*vbop = meshcache.vbop = &meshcache.vbo;
}
}
@ -1723,6 +1729,7 @@ qboolean Alias_GAliasBuildMesh(mesh_t *mesh, vbo_t **vbop, galiasinfo_t *inf, in
meshcache.anorm = mesh->normals_array;
meshcache.anorms = mesh->snormals_array;
meshcache.anormt = mesh->tnormals_array;
if (vbop)
meshcache.vbop = *vbop;
#ifdef SKELETALMODELS

View file

@ -3506,7 +3506,7 @@ static void DrawMeshes(void)
}
}
if (shaderstate.sourcevbo->coord2.gl.addr)
if (shaderstate.sourcevbo->coord2.gl.addr && (shaderstate.curshader->numdeforms || !shaderstate.curshader->prog))
GenerateVertexBlends(shaderstate.curshader);
else if (shaderstate.curshader->numdeforms)
GenerateVertexDeforms(shaderstate.curshader);