mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-25 21:41:30 +00:00
- added software interpolation as a fallback for models.
This is not tested yet so no guarantees!
This commit is contained in:
parent
ce714ac519
commit
4d7be0e20e
6 changed files with 112 additions and 57 deletions
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@ -197,11 +197,12 @@ struct FModelVertex
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class FModelVertexBuffer : public FVertexBuffer
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{
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int mIndexFrame[2];
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unsigned int ibo_id;
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FModelVertex *vbo_ptr;
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uint32_t ibo_id;
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public:
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FModelVertexBuffer(bool needindex);
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FModelVertexBuffer(bool needindex, bool singleframe);
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~FModelVertexBuffer();
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FModelVertex *LockVertexBuffer(unsigned int size);
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@ -210,7 +211,7 @@ public:
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unsigned int *LockIndexBuffer(unsigned int size);
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void UnlockIndexBuffer();
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unsigned int SetupFrame(unsigned int frame1, unsigned int frame2);
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unsigned int SetupFrame(unsigned int frame1, unsigned int frame2, unsigned int size);
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void BindVBO();
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};
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@ -111,16 +111,22 @@ void gl_FlushModels()
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//===========================================================================
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//
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// Uses a hardware buffer if either single frame (i.e. no interpolation needed)
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// or shading is available (interpolation is done by the vertex shader)
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//
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// If interpolation has to be done on the CPU side this will fall back
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// to CPU-side arrays.
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//
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//===========================================================================
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FModelVertexBuffer::FModelVertexBuffer(bool needindex)
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FModelVertexBuffer::FModelVertexBuffer(bool needindex, bool singleframe)
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: FVertexBuffer(singleframe || gl.glslversion > 0)
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{
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vbo_ptr = nullptr;
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ibo_id = 0;
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if (needindex)
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{
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glGenBuffers(1, &ibo_id);
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glGenBuffers(1, &ibo_id); // The index buffer can always be a real buffer.
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}
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}
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@ -161,6 +167,10 @@ FModelVertexBuffer::~FModelVertexBuffer()
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{
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glDeleteBuffers(1, &ibo_id);
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}
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if (vbo_ptr != nullptr)
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{
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delete[] vbo_ptr;
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}
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}
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//===========================================================================
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@ -171,9 +181,19 @@ FModelVertexBuffer::~FModelVertexBuffer()
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FModelVertex *FModelVertexBuffer::LockVertexBuffer(unsigned int size)
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBufferData(GL_ARRAY_BUFFER, size * sizeof(FModelVertex), NULL, GL_STATIC_DRAW);
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return (FModelVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, size * sizeof(FModelVertex), GL_MAP_WRITE_BIT|GL_MAP_INVALIDATE_BUFFER_BIT);
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if (vbo_id > 0)
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBufferData(GL_ARRAY_BUFFER, size * sizeof(FModelVertex), nullptr, GL_STATIC_DRAW);
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return (FModelVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, size * sizeof(FModelVertex), GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
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}
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else
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{
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if (vbo_ptr != nullptr) delete[] vbo_ptr;
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vbo_ptr = new FModelVertex[size];
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memset(vbo_ptr, 0, size * sizeof(FModelVertex));
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return vbo_ptr;
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}
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}
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//===========================================================================
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@ -184,8 +204,11 @@ FModelVertex *FModelVertexBuffer::LockVertexBuffer(unsigned int size)
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void FModelVertexBuffer::UnlockVertexBuffer()
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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if (vbo_id > 0)
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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}
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}
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//===========================================================================
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@ -204,7 +227,7 @@ unsigned int *FModelVertexBuffer::LockIndexBuffer(unsigned int size)
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}
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else
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{
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return NULL;
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return nullptr;
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}
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}
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@ -216,8 +239,11 @@ unsigned int *FModelVertexBuffer::LockIndexBuffer(unsigned int size)
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void FModelVertexBuffer::UnlockIndexBuffer()
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
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glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
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if (ibo_id > 0)
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
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glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
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}
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}
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@ -227,21 +253,44 @@ void FModelVertexBuffer::UnlockIndexBuffer()
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// This must be called after gl_RenderState.Apply!
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//
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//===========================================================================
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static TArray<FModelVertex> iBuffer;
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unsigned int FModelVertexBuffer::SetupFrame(unsigned int frame1, unsigned int frame2)
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unsigned int FModelVertexBuffer::SetupFrame(unsigned int frame1, unsigned int frame2, unsigned int size)
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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if (gl.glslversion > 0)
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if (vbo_id > 0)
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{
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glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].x);
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glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].u);
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glVertexAttribPointer(VATTR_VERTEX2, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame2].x);
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if (gl.glslversion > 0)
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{
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glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].x);
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glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].u);
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glVertexAttribPointer(VATTR_VERTEX2, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame2].x);
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}
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else
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{
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// only used for single frame models so there is no vertex2 here, which has no use without a shader.
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glVertexPointer(3, GL_FLOAT, sizeof(FModelVertex), &VMO[frame1].x);
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glTexCoordPointer(2, GL_FLOAT, sizeof(FModelVertex), &VMO[frame1].u);
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}
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}
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else if (frame1 == frame2 || size == 0 || gl_RenderState.GetInterpolationFactor() == 0.f)
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{
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glVertexPointer(3, GL_FLOAT, sizeof(FModelVertex), &vbo_ptr[frame1].x);
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glTexCoordPointer(2, GL_FLOAT, sizeof(FModelVertex), &vbo_ptr[frame1].u);
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}
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else
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{
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// only used for single frame models so there is no vertex2 here, which has no use without a shader.
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glVertexPointer(3, GL_FLOAT, sizeof(FModelVertex), &VMO[frame1].x);
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glTexCoordPointer(2, GL_FLOAT, sizeof(FModelVertex), &VMO[frame1].u);
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// must interpolate
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iBuffer.Resize(size);
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glVertexPointer(3, GL_FLOAT, sizeof(FModelVertex), &iBuffer[0].x);
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glTexCoordPointer(2, GL_FLOAT, sizeof(FModelVertex), &vbo_ptr[frame1].u);
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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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}
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}
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return frame1;
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}
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@ -254,7 +303,7 @@ unsigned int FModelVertexBuffer::SetupFrame(unsigned int frame1, unsigned int fr
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FModel::~FModel()
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{
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if (mVBuf != NULL) delete mVBuf;
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if (mVBuf != nullptr) delete mVBuf;
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}
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@ -266,8 +315,8 @@ static int * SpriteModelHash;
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static void DeleteModelHash()
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{
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if (SpriteModelHash != NULL) delete [] SpriteModelHash;
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SpriteModelHash = NULL;
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if (SpriteModelHash != nullptr) delete [] SpriteModelHash;
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SpriteModelHash = nullptr;
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}
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//===========================================================================
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@ -283,7 +332,7 @@ static int FindGFXFile(FString & fn)
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int slash = fn.LastIndexOf('/');
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if (dot > slash) fn.Truncate(dot);
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static const char * extensions[] = { ".png", ".jpg", ".tga", ".pcx", NULL };
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static const char * extensions[] = { ".png", ".jpg", ".tga", ".pcx", nullptr };
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for (const char ** extp=extensions; *extp; extp++)
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{
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@ -313,7 +362,7 @@ FTexture * LoadSkin(const char * path, const char * fn)
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}
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else
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{
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return NULL;
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return nullptr;
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}
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}
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@ -346,7 +395,7 @@ static int ModelFrameHash(FSpriteModelFrame * smf)
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static FModel * FindModel(const char * path, const char * modelfile)
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{
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FModel * model = NULL;
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FModel * model = nullptr;
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FString fullname;
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fullname.Format("%s%s", path, modelfile);
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@ -355,7 +404,7 @@ static FModel * FindModel(const char * path, const char * modelfile)
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if (lump<0)
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{
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Printf("FindModel: '%s' not found\n", fullname.GetChars());
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return NULL;
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return nullptr;
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}
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for(int i = 0; i< (int)Models.Size(); i++)
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@ -380,26 +429,26 @@ static FModel * FindModel(const char * path, const char * modelfile)
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model = new FMD3Model;
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}
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if (model != NULL)
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if (model != nullptr)
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{
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if (!model->Load(path, lump, buffer, len))
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{
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delete model;
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return NULL;
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return nullptr;
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}
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}
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else
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{
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// try loading as a voxel
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FVoxel *voxel = R_LoadKVX(lump);
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if (voxel != NULL)
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if (voxel != nullptr)
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{
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model = new FVoxelModel(voxel, true);
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}
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else
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{
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Printf("LoadModel: Unknown model format in '%s'\n", fullname.GetChars());
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return NULL;
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return nullptr;
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}
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}
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// The vertex buffer cannot be initialized here because this gets called before OpenGL is initialized
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@ -486,7 +535,7 @@ void gl_InitModels()
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smf.xscale=smf.yscale=smf.zscale=1.f;
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smf.type = PClass::FindClass(sc.String);
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if (!smf.type || smf.type->Defaults == NULL)
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if (!smf.type || smf.type->Defaults == nullptr)
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{
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sc.ScriptError("MODELDEF: Unknown actor type '%s'\n", sc.String);
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}
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@ -631,12 +680,12 @@ void gl_InitModels()
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FixPathSeperator(sc.String);
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if (sc.Compare(""))
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{
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smf.skins[index]=NULL;
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smf.skins[index]=nullptr;
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}
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else
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{
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smf.skins[index]=LoadSkin(path.GetChars(), sc.String);
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if (smf.skins[index] == NULL)
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if (smf.skins[index] == nullptr)
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{
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Printf("Skin '%s' not found in '%s'\n",
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sc.String, smf.type->TypeName.GetChars());
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@ -678,7 +727,7 @@ void gl_InitModels()
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if (isframe)
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{
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sc.MustGetString();
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if (smf.models[index]!=NULL)
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if (smf.models[index]!=nullptr)
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{
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smf.modelframes[index] = smf.models[index]->FindFrame(sc.String);
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if (smf.modelframes[index]==-1) sc.ScriptError("Unknown frame '%s' in %s", sc.String, smf.type->TypeName.GetChars());
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@ -765,7 +814,7 @@ FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame,
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if (frame < sprdef->numframes)
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{
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spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + frame];
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if (sprframe->Voxel != NULL)
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if (sprframe->Voxel != nullptr)
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{
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int index = sprframe->Voxel->VoxeldefIndex;
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if (dropped && sprframe->Voxel->DroppedSpin !=sprframe->Voxel->PlacedSpin) index++;
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@ -773,7 +822,7 @@ FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame,
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}
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}
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}
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return NULL;
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return nullptr;
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}
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@ -792,7 +841,7 @@ void gl_RenderFrameModels( const FSpriteModelFrame *smf,
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{
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// [BB] Frame interpolation: Find the FSpriteModelFrame smfNext which follows after smf in the animation
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// and the scalar value inter ( element of [0,1) ), both necessary to determine the interpolated frame.
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FSpriteModelFrame * smfNext = NULL;
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FSpriteModelFrame * smfNext = nullptr;
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double inter = 0.;
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if( gl_interpolate_model_frames && !(smf->flags & MDL_NOINTERPOLATION) )
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{
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@ -841,7 +890,7 @@ void gl_RenderFrameModels( const FSpriteModelFrame *smf,
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{
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FModel * mdl = smf->models[i];
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if (mdl!=NULL)
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if (mdl!=nullptr)
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{
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mdl->BuildVertexBuffer();
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gl_RenderState.SetVertexBuffer(mdl->mVBuf);
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@ -949,12 +998,12 @@ void gl_RenderModel(GLSprite * spr)
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gl_RenderState.mModelMatrix.rotate(-smf->rolloffset, 1, 0, 0);
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// consider the pixel stretching. For non-voxels this must be factored out here
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float stretch = (smf->models[0] != NULL ? smf->models[0]->getAspectFactor() : 1.f) / glset.pixelstretch;
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float stretch = (smf->models[0] != nullptr ? smf->models[0]->getAspectFactor() : 1.f) / glset.pixelstretch;
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gl_RenderState.mModelMatrix.scale(1, stretch, 1);
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gl_RenderState.EnableModelMatrix(true);
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gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, spr->actor->GetClass(), NULL, translation );
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gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, spr->actor->GetClass(), nullptr, translation );
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gl_RenderState.EnableModelMatrix(false);
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glDepthFunc(GL_LESS);
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@ -975,7 +1024,7 @@ void gl_RenderHUDModel(pspdef_t *psp, float ofsX, float ofsY)
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FSpriteModelFrame *smf = gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->state->sprite, psp->state->GetFrame(), false);
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// [BB] No model found for this sprite, so we can't render anything.
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if ( smf == NULL )
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if ( smf == nullptr )
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return;
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glDepthFunc(GL_LEQUAL);
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@ -1012,7 +1061,7 @@ void gl_RenderHUDModel(pspdef_t *psp, float ofsX, float ofsY)
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gl_RenderState.mViewMatrix.rotate(-smf->rolloffset, 1, 0, 0);
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gl_RenderState.ApplyMatrices();
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gl_RenderFrameModels( smf, psp->state, psp->tics, playermo->player->ReadyWeapon->GetClass(), NULL, 0 );
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gl_RenderFrameModels( smf, psp->state, psp->tics, playermo->player->ReadyWeapon->GetClass(), nullptr, 0 );
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glDepthFunc(GL_LESS);
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if (!( playermo->RenderStyle == LegacyRenderStyles[STYLE_Normal] ))
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@ -1027,11 +1076,11 @@ void gl_RenderHUDModel(pspdef_t *psp, float ofsX, float ofsY)
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bool gl_IsHUDModelForPlayerAvailable (player_t * player)
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{
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if ( (player == NULL) || (player->ReadyWeapon == NULL) || (player->psprites[0].state == NULL) )
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if ( (player == nullptr) || (player->ReadyWeapon == nullptr) || (player->psprites[0].state == nullptr) )
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return false;
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FState* state = player->psprites[0].state;
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FSpriteModelFrame *smf = gl_FindModelFrame(player->ReadyWeapon->GetClass(), state->sprite, state->GetFrame(), false);
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return ( smf != NULL );
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return ( smf != nullptr );
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}
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@ -304,7 +304,7 @@ void FDMDModel::BuildVertexBuffer()
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int VertexBufferSize = info.numFrames * lodInfo[0].numTriangles * 3;
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unsigned int vindex = 0;
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mVBuf = new FModelVertexBuffer(false);
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mVBuf = new FModelVertexBuffer(false, info.numFrames == 1);
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FModelVertex *vertptr = mVBuf->LockVertexBuffer(VertexBufferSize);
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for (int i = 0; i < info.numFrames; i++)
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@ -375,7 +375,7 @@ void FDMDModel::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
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gl_RenderState.SetInterpolationFactor((float)inter);
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gl_RenderState.Apply();
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mVBuf->SetupFrame(frames[frameno].vindex, frames[frameno2].vindex);
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mVBuf->SetupFrame(frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3);
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glDrawArrays(GL_TRIANGLES, 0, lodInfo[0].numTriangles * 3);
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gl_RenderState.SetInterpolationFactor(0.f);
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}
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@ -186,7 +186,7 @@ bool FMD3Model::Load(const char * path, int lumpnum, const char * buffer, int le
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// [BB] According to the MD3 spec, Name is supposed to include the full path.
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s->skins[i] = LoadSkin("", shader[i].Name);
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// [BB] Fall back and check if Name is relative.
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if (s->skins[i] == NULL)
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if (s->skins[i] == nullptr)
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s->skins[i] = LoadSkin(path, shader[i].Name);
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}
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}
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@ -255,7 +255,7 @@ void FMD3Model::LoadGeometry()
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void FMD3Model::BuildVertexBuffer()
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{
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if (mVBuf == NULL)
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if (mVBuf == nullptr)
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{
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LoadGeometry();
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@ -269,11 +269,11 @@ void FMD3Model::BuildVertexBuffer()
|
|||
ibufsize += 3 * surf->numTriangles;
|
||||
}
|
||||
|
||||
mVBuf = new FModelVertexBuffer(true);
|
||||
mVBuf = new FModelVertexBuffer(true, numFrames == 1);
|
||||
FModelVertex *vertptr = mVBuf->LockVertexBuffer(vbufsize);
|
||||
unsigned int *indxptr = mVBuf->LockIndexBuffer(ibufsize);
|
||||
|
||||
assert(vertptr != NULL && indxptr != NULL);
|
||||
assert(vertptr != nullptr && indxptr != nullptr);
|
||||
|
||||
unsigned int vindex = 0, iindex = 0;
|
||||
|
||||
|
@ -354,7 +354,7 @@ void FMD3Model::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
|
|||
gl_RenderState.SetMaterial(tex, CLAMP_NONE, translation, -1, false);
|
||||
|
||||
gl_RenderState.Apply();
|
||||
mVBuf->SetupFrame(surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices);
|
||||
mVBuf->SetupFrame(surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices);
|
||||
glDrawElements(GL_TRIANGLES, surf->numTriangles * 3, GL_UNSIGNED_INT, (void*)(intptr_t)(surf->iindex * sizeof(unsigned int)));
|
||||
}
|
||||
gl_RenderState.SetInterpolationFactor(0.f);
|
||||
|
@ -370,6 +370,6 @@ FMD3Model::~FMD3Model()
|
|||
{
|
||||
if (frames) delete [] frames;
|
||||
if (surfaces) delete [] surfaces;
|
||||
frames = NULL;
|
||||
surfaces = NULL;
|
||||
frames = nullptr;
|
||||
surfaces = nullptr;
|
||||
}
|
||||
|
|
|
@ -378,7 +378,7 @@ void FVoxelModel::BuildVertexBuffer()
|
|||
{
|
||||
Initialize();
|
||||
|
||||
mVBuf = new FModelVertexBuffer(true);
|
||||
mVBuf = new FModelVertexBuffer(true, true);
|
||||
FModelVertex *vertptr = mVBuf->LockVertexBuffer(mVertices.Size());
|
||||
unsigned int *indxptr = mVBuf->LockIndexBuffer(mIndices.Size());
|
||||
|
||||
|
@ -443,7 +443,7 @@ void FVoxelModel::RenderFrame(FTexture * skin, int frame, int frame2, double int
|
|||
gl_RenderState.SetMaterial(tex, CLAMP_NOFILTER, translation, -1, false);
|
||||
|
||||
gl_RenderState.Apply();
|
||||
mVBuf->SetupFrame(0, 0);
|
||||
mVBuf->SetupFrame(0, 0, 0);
|
||||
glDrawElements(GL_TRIANGLES, mNumIndices, GL_UNSIGNED_INT, (void*)(intptr_t)0);
|
||||
}
|
||||
|
||||
|
|
|
@ -439,6 +439,11 @@ public:
|
|||
mInterpolationFactor = fac;
|
||||
}
|
||||
|
||||
float GetInterpolationFactor()
|
||||
{
|
||||
return mInterpolationFactor;
|
||||
}
|
||||
|
||||
// Backwards compatibility crap follows
|
||||
void ApplyFixedFunction();
|
||||
void DrawColormapOverlay();
|
||||
|
|
Loading…
Reference in a new issue