Almost fix the animations.

There's still a problem with his finger tips and feet, but the rest of his
limbs seem to be working well. Much thanks to Spike for encouraging me to
do a dump of the matices that are actually sent to the card.

It turns out that animated joints remain relative right up to the last
moment.
This commit is contained in:
Bill Currie 2012-05-13 21:44:20 +09:00
parent 4ba69b511b
commit a938c7fb14
2 changed files with 10 additions and 3 deletions

View file

@ -211,8 +211,8 @@ glsl_R_DrawIQM (void)
Mat4Mult (iqm_vp, ent->transform, mvp_mat);
blend = R_IQMGetLerpedFrames (ent, iqm);
#if 0
frame = Hunk_TempAlloc (iqm->num_joints * sizeof (iqmframe_t));
#if 0
for (i = 0; i < iqm->num_joints; i++) {
iqmframe_t *f1 = &iqm->frames[ent->pose1][i];
iqmframe_t *f2 = &iqm->frames[ent->pose2][i];
@ -222,7 +222,14 @@ glsl_R_DrawIQM (void)
}
#else
blend = blend;
frame = iqm->frames[ent->pose1];
for (i = 0; i < iqm->num_joints; i++) {
iqmframe_t *frameset = iqm->frames[ent->pose1];
iqmjoint *j = &iqm->joints[i];
Mat4Copy ((float*)&frameset[i], (float*)&frame[i]);
if (j->parent >= 0)
Mat4Mult ((float*)&frame[j->parent],
(float*)&frame[i], (float*)&frame[i]);
}
#endif
for (i = 0; i < MAX_IQM_LIGHTS; i++) {

View file

@ -4,9 +4,9 @@ uniform mat4 bonemats[80];
attribute vec4 vcolor;
attribute vec4 vweights;
attribute vec4 vbones;
attribute vec2 texcoord;
attribute vec4 vtangent;
attribute vec3 vnormal;
attribute vec2 texcoord;
attribute vec3 vposition;
varying vec3 position;