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Use vertex morphs for interpolated alias mdl
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ad36351717
commit
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1 changed files with 10 additions and 13 deletions
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@ -1169,14 +1169,13 @@ void GL_DrawAliasBlendedFrame (aliashdr_t *paliashdr, int pose1, int pose2, floa
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struct vertex
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struct vertex
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{
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{
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int uvs;
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int uvs;
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char x, y, z;
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int xyz;
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char _padding;
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};
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};
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sceGuColor(GU_COLOR(lightcolor[0], lightcolor[1], lightcolor[2], 1.0f));
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sceGuColor(GU_COLOR(lightcolor[0], lightcolor[1], lightcolor[2], 1.0f));
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// Allocate the vertices.
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// Allocate the vertices.
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vertex* const out = static_cast<vertex*>(sceGuGetMemory(sizeof(vertex) * numcommands));
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vertex* const out = static_cast<vertex*>(sceGuGetMemory(sizeof(vertex) * numcommands * 2));
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int vertex_index = 0;
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int vertex_index = 0;
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//for blubs's alternate BuildTris: 1) Disable while(1) loop 2) Disable the break; 3) replace GU_TRIANGLE_STRIP with GU_TRIANGLES
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//for blubs's alternate BuildTris: 1) Disable while(1) loop 2) Disable the break; 3) replace GU_TRIANGLE_STRIP with GU_TRIANGLES
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@ -1197,19 +1196,17 @@ void GL_DrawAliasBlendedFrame (aliashdr_t *paliashdr, int pose1, int pose2, floa
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//prim = GU_TRIANGLES; //used for blubs' alternate BuildTris with one continual triangle list
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//prim = GU_TRIANGLES; //used for blubs' alternate BuildTris with one continual triangle list
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}
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}
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for (int start = vertex_index; vertex_index < (start + count); ++vertex_index, ++order, ++verts1, ++verts2)
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for (int start = vertex_index; vertex_index < (start + count * 2); ++vertex_index, ++order, ++verts1, ++verts2)
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{
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{
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// texture coordinates come from the draw list
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out[vertex_index].uvs = order[0];
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out[vertex_index].uvs = order[0];
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out[vertex_index].xyz = ((int*)verts1->v)[0];
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VectorSubtract(verts2->v, verts1->v, d);
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++vertex_index;
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out[vertex_index].uvs = order[0];
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// blend the vertex positions from each frame together
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out[vertex_index].xyz = ((int*)verts2->v)[0];
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out[vertex_index].x = verts1->v[0] + (blend * d[0]);
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out[vertex_index].y = verts1->v[1] + (blend * d[1]);
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out[vertex_index].z = verts1->v[2] + (blend * d[2]);
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}
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}
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sceGuDrawArray(prim, GU_TEXTURE_16BIT | GU_VERTEX_8BIT, count, 0, &out[vertex_index - count]);
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sceGuMorphWeight(0, 1 - blend);
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sceGuMorphWeight(1, blend);
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sceGuDrawArray(prim, GU_TEXTURE_16BIT | GU_VERTEX_8BIT | GU_VERTICES(2), count, 0, &out[vertex_index - count * 2]);
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}
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}
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sceGuColor(0xffffffff);
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sceGuColor(0xffffffff);
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}
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}
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