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.
This commit is contained in:
Florent Castelli 2012-11-11 17:54:13 +01:00
parent d179cf6d7e
commit d06b1ae347

View File

@ -295,11 +295,14 @@ void TransformAndDrawPrim(void *verts, void *inds, int prim, int vertexCount, Li
psum += tpos*decoded[index].weights[i];
nsum += tnorm*decoded[index].weights[i];
}
nsum.Normalize();
psum.Write(out);
nsum.Write(norm);
Vec3ByMatrix43(out, psum.v, gstate.worldMatrix);
Norm3ByMatrix43(norm, nsum.v, gstate.worldMatrix);
}
// Perform lighting here if enabled. don't need to check through, it's checked above.
float dots[4] = {0,0,0,0};
if (program->a_color0 != -1)