Model that has animations is now visible when it does not play an animation (T-pose)

This commit is contained in:
viktorljung
2016-02-01 10:24:50 +01:00
parent c9b982bc89
commit 51075aefc8
7 changed files with 72 additions and 52 deletions
+5 -9
View File
@@ -88,11 +88,8 @@ void DrawFinalPass::Draw(RenderScene& scene)
GLERROR("DrawFinalPass::ExplosionEffect: 2");
if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (explosionEffectJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
@@ -157,10 +154,9 @@ void DrawFinalPass::Draw(RenderScene& scene)
}*/
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animation, modelJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
glBindVertexArray(modelJob->Model->VAO);