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- fixed software-based model interpolation.
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1 changed files with 3 additions and 3 deletions
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@ -272,9 +272,9 @@ unsigned int FModelVertexBuffer::SetupFrame(unsigned int frame1, unsigned int fr
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float frac = gl_RenderState.GetInterpolationFactor();
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for (unsigned i = 0; i < size; i++)
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{
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iBuffer[i].x = vbo_ptr[frame1].x * (1.f - frac) + vbo_ptr[frame2].x * frac;
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iBuffer[i].y = vbo_ptr[frame1].y * (1.f - frac) + vbo_ptr[frame2].y * frac;
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iBuffer[i].z = vbo_ptr[frame1].z * (1.f - frac) + vbo_ptr[frame2].z * frac;
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iBuffer[i].x = vbo_ptr[frame1 + i].x * (1.f - frac) + vbo_ptr[frame2 + i].x * frac;
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iBuffer[i].y = vbo_ptr[frame1 + i].y * (1.f - frac) + vbo_ptr[frame2 + i].y * frac;
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iBuffer[i].z = vbo_ptr[frame1 + i].z * (1.f - frac) + vbo_ptr[frame2 + i].z * frac;
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}
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}
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return frame1;
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