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https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
Fixed a couple bugs
- MODELSAREATTACHMENTS was basically being applied anyways - Fixed a crash related to using an animation that never had the vertex buffer drawn because it was never used as a model
This commit is contained in:
parent
be9a671217
commit
6564adf310
2 changed files with 7 additions and 4 deletions
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@ -361,7 +361,7 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
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FModel* animation = Models[animationid];
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FModel* animation = Models[animationid];
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animationData = animation->AttachAnimationData();
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animationData = animation->AttachAnimationData();
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if ((!smf->flags & MDL_MODELSAREATTACHMENTS) || evaluatedSingle == false)
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if (!(smf->flags & MDL_MODELSAREATTACHMENTS) || evaluatedSingle == false)
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{
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{
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boneData = animation->CalculateBones(modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : 0.f, *animationData);
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boneData = animation->CalculateBones(modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : 0.f, *animationData);
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boneStartingPosition = renderer->SetupFrame(animation, 0, 0, 0, boneData, -1);
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boneStartingPosition = renderer->SetupFrame(animation, 0, 0, 0, boneData, -1);
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@ -370,7 +370,7 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
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}
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}
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else
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else
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{
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{
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if ((!smf->flags & MDL_MODELSAREATTACHMENTS) || evaluatedSingle == false)
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if (!(smf->flags & MDL_MODELSAREATTACHMENTS) || evaluatedSingle == false)
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{
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{
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boneData = mdl->CalculateBones(modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : 0.f, *animationData);
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boneData = mdl->CalculateBones(modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : 0.f, *animationData);
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boneStartingPosition = renderer->SetupFrame(mdl, 0, 0, 0, boneData, -1);
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boneStartingPosition = renderer->SetupFrame(mdl, 0, 0, 0, boneData, -1);
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@ -141,8 +141,11 @@ int FHWModelRenderer::SetupFrame(FModel *model, unsigned int frame1, unsigned in
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auto mdbuff = static_cast<FModelVertexBuffer*>(model->GetVertexBuffer(GetType()));
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auto mdbuff = static_cast<FModelVertexBuffer*>(model->GetVertexBuffer(GetType()));
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boneIndexBase = boneStartIndex >= 0 ? boneStartIndex : screen->mBones->UploadBones(bones);
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boneIndexBase = boneStartIndex >= 0 ? boneStartIndex : screen->mBones->UploadBones(bones);
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state.SetBoneIndexBase(boneIndexBase);
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state.SetBoneIndexBase(boneIndexBase);
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state.SetVertexBuffer(mdbuff->vertexBuffer(), frame1, frame2);
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if (mdbuff)
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if (mdbuff->indexBuffer()) state.SetIndexBuffer(mdbuff->indexBuffer());
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{
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state.SetVertexBuffer(mdbuff->vertexBuffer(), frame1, frame2);
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if (mdbuff->indexBuffer()) state.SetIndexBuffer(mdbuff->indexBuffer());
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}
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return boneIndexBase;
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return boneIndexBase;
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}
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}
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