projects
/
carveJwlIkooP6JGAAIwe30JlM.git
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
minor changes
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player_render.c
diff --git
a/player_render.c
b/player_render.c
index 2cf0e283e5736109f61f914a0bd5f4a8e6e1c7b4..13aa5516ddc883d2d3df44fa4a51fbb794f6c02b 100644
(file)
--- a/
player_render.c
+++ b/
player_render.c
@@
-170,17
+170,22
@@
static void player__animate(void){
assert( sys->animator_data );
sys->animate();
assert( sys->animator_data );
sys->animate();
- sys->pose( sys->animator_data, &localplayer.pose );
+
+ player_pose *pose = &localplayer.pose;
+ sys->pose( sys->animator_data, pose );
struct skeleton *sk = &localplayer.playeravatar->sk;
if( localplayer.holdout_time > 0.0f ){
struct skeleton *sk = &localplayer.playeravatar->sk;
if( localplayer.holdout_time > 0.0f ){
- player_pose *pose = &localplayer.pose;
skeleton_lerp_pose( sk,
pose->keyframes,localplayer.holdout_pose.keyframes,
localplayer.holdout_time, pose->keyframes );
skeleton_lerp_pose( sk,
pose->keyframes,localplayer.holdout_pose.keyframes,
localplayer.holdout_time, pose->keyframes );
+
+ v3_muladds( pose->root_co, localplayer.holdout_pose.root_co,
+ localplayer.holdout_time, pose->root_co );
q_nlerp( pose->root_q, localplayer.holdout_pose.root_q,
localplayer.holdout_time, pose->root_q );
q_nlerp( pose->root_q, localplayer.holdout_pose.root_q,
localplayer.holdout_time, pose->root_q );
+
localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
}
localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
}
@@
-428,7
+433,7
@@
static void render_playermodel( camera *cam, world_instance *world,
glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
skeleton->bone_count,
0,
glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
skeleton->bone_count,
0,
- (
f32
*)final_mtx );
+ (
const GLfloat
*)final_mtx );
mesh_bind( &model->mdl.mesh );
mesh_draw( &model->mdl.mesh );
mesh_bind( &model->mdl.mesh );
mesh_draw( &model->mdl.mesh );