if hardware doesn't support per-vertex tex matrix scale, apply the scaling of the first vertex to the whole mesh

This commit is contained in:
Chris Danford
2005-10-20 14:15:13 +00:00
parent 70b89f0824
commit 83d437dd6b
3 changed files with 33 additions and 16 deletions
+9 -2
View File
@@ -784,10 +784,11 @@ void RageCompiledGeometry::Set( const vector<msMesh> &vMeshes, bool bNeedsNormal
{
m_bNeedsNormals = bNeedsNormals;
m_bNeedsTextureMatrixScale = false;
size_t totalVerts = 0;
size_t totalTriangles = 0;
m_bAnyNeedsTextureMatrixScale = false;
m_vMeshInfo.resize( vMeshes.size() );
for( unsigned i=0; i<vMeshes.size(); i++ )
{
@@ -796,6 +797,7 @@ void RageCompiledGeometry::Set( const vector<msMesh> &vMeshes, bool bNeedsNormal
const vector<msTriangle> &Triangles = mesh.Triangles;
MeshInfo& meshInfo = m_vMeshInfo[i];
meshInfo.m_bNeedsTextureMatrixScale = false;
meshInfo.iVertexStart = totalVerts;
meshInfo.iVertexCount = Vertices.size();
@@ -806,8 +808,13 @@ void RageCompiledGeometry::Set( const vector<msMesh> &vMeshes, bool bNeedsNormal
totalTriangles += Triangles.size();
for( unsigned j = 0; j < Vertices.size(); ++j )
{
if( Vertices[j].TextureMatrixScale.x != 1.0f || Vertices[j].TextureMatrixScale.y != 1.0f )
m_bNeedsTextureMatrixScale = true;
{
meshInfo.m_bNeedsTextureMatrixScale = true;
m_bAnyNeedsTextureMatrixScale = true;
}
}
}
this->Allocate( vMeshes );