Pre-transform bones with inverse bind instead of sending it to the shader

This commit is contained in:
parax0
2016-04-27 20:36:50 -06:00
parent 401fe22b75
commit 50dcc9cc1a
7 changed files with 19 additions and 35 deletions

View File

@@ -73,7 +73,6 @@ void CCharacterNode::Draw(FRenderOptions Options, int ComponentIndex, const SVie
// Draw surface OR draw entire model
CGraphics::LoadBoneTransforms(mTransformData);
CGraphics::LoadBoneInverseBindTransforms(pSkel);
CModel *pModel = mpCharacter->NodeModel(mActiveCharSet);
if (ComponentIndex < 0)