Use hardware skinning GR in sp_mesh_node
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@ -21,6 +21,7 @@
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#include "graphics/sp/sp_mesh.hpp"
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#include "graphics/sp/sp_mesh_buffer.hpp"
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#include "graphics/sp/sp_shader.hpp"
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#include "graphics/graphics_restrictions.hpp"
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#include "graphics/irr_driver.hpp"
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#include "graphics/material.hpp"
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#include "graphics/render_info.hpp"
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@ -68,7 +69,11 @@ void SPMeshNode::setAnimationState(bool val)
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{
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return;
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}
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m_animated = !m_mesh->isStatic() && val;
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#ifndef SERVER_ONLY
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m_animated = !m_mesh->isStatic() && val &&
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!GraphicsRestrictions::isDisabled
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(GraphicsRestrictions::GR_HARDWARE_SKINNING);
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#endif
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} // setAnimationState
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// ----------------------------------------------------------------------------
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@ -86,7 +91,11 @@ void SPMeshNode::setMesh(irr::scene::IAnimatedMesh* mesh)
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m_texture_matrices.resize(m_mesh->getMeshBufferCount());
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if (!m_mesh->isStatic())
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{
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m_animated = !m_mesh->isStatic();
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#ifndef SERVER_ONLY
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m_animated = !m_mesh->isStatic() &&
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!GraphicsRestrictions::isDisabled
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(GraphicsRestrictions::GR_HARDWARE_SKINNING);
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#endif
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unsigned bone_idx = 0;
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m_skinning_matrices.resize(m_mesh->getJointCount());
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for (Armature& arm : m_mesh->getArmatures())
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