v3_copy( res.root_co, transform[3] );
/* TODO: Function. */
- skeleton_apply_pose( sk, res.keyframes, k_anim_apply_defer_ik );
- skeleton_apply_ik_pass( sk );
- skeleton_apply_pose( sk, res.keyframes, k_anim_apply_deffered_only );
- skeleton_apply_inverses( sk );
- skeleton_apply_transform( sk, transform );
+ skeleton_apply_pose( sk, res.keyframes, k_anim_apply_defer_ik,
+ localplayer.final_mtx );
+ skeleton_apply_ik_pass( sk, localplayer.final_mtx );
+ skeleton_apply_pose( sk, res.keyframes, k_anim_apply_deffered_only,
+ localplayer.final_mtx );
+ skeleton_apply_inverses( sk, localplayer.final_mtx );
+ skeleton_apply_transform( sk, transform, localplayer.final_mtx );
camera cam;
v3_copy( (v3f){ 0.0f, 201.7f, 1.2f }, cam.pos );
camera_finalize( &cam );
world_instance *world = localplayer.viewable_world;
- render_playermodel( &cam, world, 0, &workshop_form.player_model, sk );
+ render_playermodel( &cam, world, 0, &workshop_form.player_model, sk,
+ localplayer.final_mtx );
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glViewport( 0,0, vg.window_x, vg.window_y );