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I already fixed the issue where the heads appeared black during cutscenes. It seems it was a vertex color problem
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2 changed files with 18 additions and 9 deletions
5
vendor/librw/src/gles1/gl1skin.cpp
vendored
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vendor/librw/src/gles1/gl1skin.cpp
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@ -33,6 +33,10 @@ skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
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InstanceData *inst = header->inst;
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int32 n = header->numMeshes;
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//test rapido a ver si es la textura
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glDisableClientState(GL_COLOR_ARRAY);
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glColor4f(1,1,1,1);
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while(n--){
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m = inst->material;
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setMaterial(flags, m->color, m->surfaceProps);
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@ -47,6 +51,7 @@ skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
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// skinInstanceCB: igual que defaultInstanceCB, sin pesos/indices
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// porque GLES1 no puede hacer skinning en GPU
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// aunque... capaz podemos hacerloc on el PowerVR y las extensiones
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void
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skinInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance)
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{
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