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Fix usage of -1 as OBJ model FrameIndex
So that what is said on the ZDoom Wiki (see https://zdoom.org/wiki/MODELDEF#Notes) holds true for OBJ models.
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1 changed files with 6 additions and 3 deletions
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@ -623,13 +623,16 @@ int FOBJModel::FindFrame(const char* name)
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*
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* @param renderer The model renderer
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* @param skin The loaded skin for the surface
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* @param frameno Unused
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* @param frameno2 Unused
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* @param inter Unused
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* @param frameno The first frame to interpolate between. Only prevents the model from rendering if it is < 0, since OBJ models are static.
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* @param frameno2 The second frame to interpolate between.
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* @param inter The amount to interpolate the two frames.
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* @param translation The translation for the skin
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*/
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void FOBJModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation)
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{
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// Prevent the model from rendering if the frame number is < 0
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if (frameno < 0 || frameno2 < 0) return;
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for (unsigned int i = 0; i < surfaces.Size(); i++)
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{
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OBJSurface *surf = &surfaces[i];
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