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Turning off hardware skinning2
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1d2e77d947
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@ -412,8 +412,8 @@ namespace MWRender{
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bone->setOrientation(r);
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if(iter == transformations->begin()){
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trans = bone->_getDerivedPosition();
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rotate = bone->_getDerivedOrientation();
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trans = bone->getPosition();
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rotate = bone->getOrientation();
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}
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skel->getManualBonesDirty();
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skel->_updateTransforms();
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@ -266,7 +266,7 @@ void NpcAnimation::runAnimation(float timepassed){
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Ogre::Quaternion boneQuat = rotate;
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Ogre::Vector3 boneTrans = trans;
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mEnvironment.mWorld->setObjectPhysicsPosition(insert->getName(), boneTrans + insert->getPosition());
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mEnvironment.mWorld->setObjectPhysicsRotation(insert->getName(), boneQuat * insert->getOrientation());
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//mEnvironment.mWorld->setObjectPhysicsRotation(insert->getName(), boneQuat * insert->getOrientation());
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}*/
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// handleAnimationTransforms(base);
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@ -217,6 +217,7 @@ void NIFLoader::createMaterial(const String &name,
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// will automatically be loaded when needed. If not (such as for
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// internal NIF textures that we might support later), we should
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// already have inserted a manual loader for the texture.
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/*
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if(!mSkel.isNull()){
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material->removeAllTechniques();
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@ -224,7 +225,7 @@ void NIFLoader::createMaterial(const String &name,
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//tech->setSchemeName("blahblah");
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Pass* pass = tech->createPass();
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pass->setVertexProgram("Ogre/HardwareSkinningFourWeights");
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}
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}*/
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if (!texName.empty())
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{
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Pass *pass = material->getTechnique(0)->getPass(0);
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