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Apply the world transform to the skinned vertices
Improves rendering of skinning demo. The end of the tube is wrong and collapses on the origin.
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@ -295,11 +295,14 @@ void TransformAndDrawPrim(void *verts, void *inds, int prim, int vertexCount, Li
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psum += tpos*decoded[index].weights[i];
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nsum += tnorm*decoded[index].weights[i];
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}
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nsum.Normalize();
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psum.Write(out);
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nsum.Write(norm);
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Vec3ByMatrix43(out, psum.v, gstate.worldMatrix);
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Norm3ByMatrix43(norm, nsum.v, gstate.worldMatrix);
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}
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// Perform lighting here if enabled. don't need to check through, it's checked above.
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float dots[4] = {0,0,0,0};
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if (program->a_color0 != -1)
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