+/*
+ * Copyright (C) Mount0 Software, Harry Godden - All Rights Reserved
+ */
+
#ifndef ANIM_TEST_H
#define ANIM_TEST_H
skeleton_sample_anim( &animtest.skele, animtest.anim_highg, b, bpose );
skeleton_lerp_pose( &animtest.skele, apose, bpose, a, apose );
- skeleton_apply_pose( &animtest.skele, apose, k_anim_apply_defer_ik );
- skeleton_apply_ik_pass( &animtest.skele );
- skeleton_apply_pose( &animtest.skele, apose, k_anim_apply_deffered_only );
- skeleton_apply_inverses( &animtest.skele );
- skeleton_apply_transform( &animtest.skele, transform );
+ skeleton_apply_standard( &animtest.skele, apose, transform );
skeleton_debug( &animtest.skele );
}
vg_tex2d_bind( tex, 0 );
shader_viewchar_uTexMain( 0 );
shader_viewchar_uPv( vg_pv );
+
+ shader_link_standard_ub( _shader_viewchar.id, 2 );
+
glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
animtest.skele.bone_count,
0,