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Despite the base IQM specification not supporting blend-shapes, I think IQM will become the basis for QF's generic model representation (at least for the more advanced renderers). After my experience with .mu models (KSP) and unity mesh objects (both normal and skinned), and reviewing the IQM spec, it looks like with the addition of support for blend-shapes, IQM is actually pretty good. This is just the preliminary work to get standard IQM models loading in vulkan (seems to work, along with unloading), and they very basics into the renderer (most likely not working: not tested yet). The rest of the renderer seems to be unaffected, though, which is good. |
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.. | ||
gl_model_iqm.c | ||
glsl_model_iqm.c | ||
Makemodule.am | ||
model_iqm.c | ||
sw_model_iqm.c | ||
vulkan_model_iqm.c |