Changeset 8657 in orxonox.OLD
- Timestamp:
- Jun 21, 2006, 3:02:27 AM (18 years ago)
- Location:
- branches/bsp_model/src/lib/graphics/importer/md3
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/bsp_model/src/lib/graphics/importer/md3/md3_animation_cfg.cc
r8656 r8657 197 197 //some adjustements: 198 198 if( anim->fps == 0) 199 anim->fps = 33;199 anim->fps = 1; 200 200 201 201 PRINTF(0)("Animation: first frame: %i, num frames: %i, num loops: %i, fps: %i\n", anim->first, anim->numFrames, anim->numLoopFrames, anim->fps); -
branches/bsp_model/src/lib/graphics/importer/md3/md3_model.cc
r8656 r8657 48 48 49 49 // set the animation 50 this->interpolate(this->md3Data, this->config->getAnimation("Dead 3"), MD3_ANIM_NEXT, false);50 this->interpolate(this->md3Data, this->config->getAnimation("Dead 1"), MD3_ANIM_NEXT, false); 51 51 } 52 52 … … 163 163 MD3Mesh* mesh = data->meshes[i]; 164 164 165 // get mesh frame, do interpolation if necessary 166 sVec3D* frame; 167 if( data->animationState.interpolationFraction != 0.0 && 168 data->animationState.currentFrame != data->animationState.nextFrame) 169 { 165 // if( data->animationState.interpolationFraction != 0.0 && 166 // data->animationState.currentFrame != data->animationState.nextFrame) 167 // { 170 168 //interpolate mesh frame between the 2 current mesh frames 171 // frame = this->interpolateMeshFrame( data, 172 // data->meshes[data->animationState.currentFrame]->meshFrames, 173 // data->meshes[data->animationState.nextFrame]->meshFrames, 174 // data->animationState.interpolationFraction, mesh, i); 175 frame = this->interpolateMeshFrame( data, 176 &mesh->meshFrames[data->animationState.currentFrame], 177 &mesh->meshFrames[data->animationState.nextFrame], 178 data->animationState.interpolationFraction, mesh, i); 179 } 180 else 181 { 182 //no interpolation needed, just draw current frame 183 frame = &mesh->meshFrames[data->animationState.currentFrame]; 184 } 185 data->tmpMesh[i] = frame; 169 this->interpolateMeshFrame( data, 170 &mesh->meshFrames[data->animationState.currentFrame], 171 &mesh->meshFrames[data->animationState.nextFrame], 172 data->animationState.interpolationFraction, mesh, i); 173 // } 174 // else 175 // { 176 // //no interpolation needed, just draw current frame 177 // frame = &mesh->meshFrames[data->animationState.currentFrame]; 178 // } 186 179 187 180 … … 293 286 { 294 287 MD3Mesh* mesh = data->meshes[i]; 288 sVec3D* frame = data->tmpMesh[i]; 295 289 296 290 if( mesh->header->textureNum > 0 && &mesh->material[0] != NULL) 297 291 mesh->material[0].select(); 298 299 // get mesh frame, do interpolation if necessary300 sVec3D* frame = data->tmpMesh[i];301 292 302 293 this->drawMesh(mesh, frame);
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