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Fixed multiplication order for idRenderModelGLTF::ProcessNode_r
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1 changed files with 1 additions and 12 deletions
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@ -70,21 +70,10 @@ void idRenderModelGLTF::ProcessNode_r( gltfNode* modelNode, idMat4 parentTransfo
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{
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gltfMesh* targetMesh = meshList[modelNode->mesh];
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idMat4 animTransform;
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if( !animIds.Num() )
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{
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animTransform = nodeToWorldTransform;
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}
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else
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{
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animTransform = mat4_identity;
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}
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for( auto prim : targetMesh->primitives )
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{
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//ConvertFromMeshGltf should only be used for the map, ConvertGltfMeshToModelsurfaces should be used.
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auto* mesh = MapPolygonMesh::ConvertFromMeshGltf( prim, data, animTransform * blenderToDoomTransform );
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auto* mesh = MapPolygonMesh::ConvertFromMeshGltf( prim, data, blenderToDoomTransform * nodeToWorldTransform );
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modelSurface_t surf;
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gltfMaterial* mat = NULL;
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