- fixed software-based model interpolation.

This commit is contained in:
Christoph Oelckers 2016-05-03 16:49:10 +02:00
parent f7fda94ec9
commit 534500f36d

View file

@ -272,9 +272,9 @@ unsigned int FModelVertexBuffer::SetupFrame(unsigned int frame1, unsigned int fr
float frac = gl_RenderState.GetInterpolationFactor();
for (unsigned i = 0; i < size; i++)
{
iBuffer[i].x = vbo_ptr[frame1].x * (1.f - frac) + vbo_ptr[frame2].x * frac;
iBuffer[i].y = vbo_ptr[frame1].y * (1.f - frac) + vbo_ptr[frame2].y * frac;
iBuffer[i].z = vbo_ptr[frame1].z * (1.f - frac) + vbo_ptr[frame2].z * frac;
iBuffer[i].x = vbo_ptr[frame1 + i].x * (1.f - frac) + vbo_ptr[frame2 + i].x * frac;
iBuffer[i].y = vbo_ptr[frame1 + i].y * (1.f - frac) + vbo_ptr[frame2 + i].y * frac;
iBuffer[i].z = vbo_ptr[frame1 + i].z * (1.f - frac) + vbo_ptr[frame2 + i].z * frac;
}
}
return frame1;