This commit is contained in:
Glenn Maynard
2006-08-31 07:05:27 +00:00
parent 1623138ca5
commit 5a121012f8
3 changed files with 9 additions and 9 deletions
+4 -4
View File
@@ -488,11 +488,11 @@ void Model::DrawMesh( int i ) const
const msMesh *pMesh = &m_pGeometry->m_Meshes[i]; const msMesh *pMesh = &m_pGeometry->m_Meshes[i];
// apply mesh-specific bone (if any) // apply mesh-specific bone (if any)
if( pMesh->nBoneIndex != -1 ) if( pMesh->m_iBoneIndex != -1 )
{ {
DISPLAY->PushMatrix(); DISPLAY->PushMatrix();
const RageMatrix &mat = m_vpBones[pMesh->nBoneIndex].m_Final; const RageMatrix &mat = m_vpBones[pMesh->m_iBoneIndex].m_Final;
DISPLAY->PreMultMatrix( mat ); DISPLAY->PreMultMatrix( mat );
} }
@@ -500,7 +500,7 @@ void Model::DrawMesh( int i ) const
const RageCompiledGeometry* TempGeometry = m_pTempGeometry ? m_pTempGeometry : m_pGeometry->m_pCompiledGeometry; const RageCompiledGeometry* TempGeometry = m_pTempGeometry ? m_pTempGeometry : m_pGeometry->m_pCompiledGeometry;
DISPLAY->DrawCompiledGeometry( TempGeometry, i, m_pGeometry->m_Meshes ); DISPLAY->DrawCompiledGeometry( TempGeometry, i, m_pGeometry->m_Meshes );
if( pMesh->nBoneIndex != -1 ) if( pMesh->m_iBoneIndex != -1 )
DISPLAY->PopMatrix(); DISPLAY->PopMatrix();
} }
@@ -561,7 +561,7 @@ void Model::PlayAnimation( const RString &sAniName, float fPlayRate )
vector<RageModelVertex> &Vertices = pMesh->Vertices; vector<RageModelVertex> &Vertices = pMesh->Vertices;
for( unsigned j = 0; j < Vertices.size(); j++ ) for( unsigned j = 0; j < Vertices.size(); j++ )
{ {
// int nBoneIndex = (pMesh->nBoneIndex!=-1) ? pMesh->nBoneIndex : bone; // int iBoneIndex = (pMesh->m_iBoneIndex!=-1) ? pMesh->m_iBoneIndex : bone;
RageVector3 &pos = Vertices[j].p; RageVector3 &pos = Vertices[j].p;
int8_t bone = Vertices[j].bone; int8_t bone = Vertices[j].bone;
if( bone != -1 ) if( bone != -1 )
+1 -1
View File
@@ -21,7 +21,7 @@ struct msMesh
// OPTIMIZATION: If all verts in a mesh are transformed by the same bone, // OPTIMIZATION: If all verts in a mesh are transformed by the same bone,
// then send the transform to the graphics card for the whole mesh instead // then send the transform to the graphics card for the whole mesh instead
// of transforming each vertex on the CPU; // of transforming each vertex on the CPU;
char nBoneIndex; // -1 = no bone char m_iBoneIndex; // -1 = no bone
vector<msTriangle> Triangles; vector<msTriangle> Triangles;
}; };
+4 -4
View File
@@ -30,11 +30,11 @@ void RageModelGeometry::OptimizeBones()
// check to see if all vertices have the same bone index // check to see if all vertices have the same bone index
bool bAllVertsUseSameBone = true; bool bAllVertsUseSameBone = true;
char nBoneIndex = mesh.Vertices[0].bone; char iBoneIndex = mesh.Vertices[0].bone;
for (unsigned j = 1; j < mesh.Vertices.size(); j++) for (unsigned j = 1; j < mesh.Vertices.size(); j++)
{ {
if( mesh.Vertices[j].bone != nBoneIndex ) if( mesh.Vertices[j].bone != iBoneIndex )
{ {
bAllVertsUseSameBone = false; bAllVertsUseSameBone = false;
break; break;
@@ -43,7 +43,7 @@ void RageModelGeometry::OptimizeBones()
if( bAllVertsUseSameBone ) if( bAllVertsUseSameBone )
{ {
mesh.nBoneIndex = nBoneIndex; mesh.m_iBoneIndex = iBoneIndex;
// clear all vertex/bone associations; // clear all vertex/bone associations;
for (unsigned j = 0; j < mesh.Vertices.size(); j++) for (unsigned j = 0; j < mesh.Vertices.size(); j++)
@@ -149,7 +149,7 @@ void RageModelGeometry::LoadMilkshapeAscii( const RString& _sPath, bool bNeedsNo
// mesh.nFlags = nFlags; // mesh.nFlags = nFlags;
mesh.nMaterialIndex = (uint8_t) nIndex; mesh.nMaterialIndex = (uint8_t) nIndex;
mesh.nBoneIndex = -1; mesh.m_iBoneIndex = -1;
// //
// vertices // vertices