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Add CPU-based skinning path for vertex manipulation effects

This commit is contained in:
Jack Andersen
2017-08-20 19:46:59 -10:00
parent d67d6a1aa7
commit c66f9d0ec7
28 changed files with 465 additions and 123 deletions

View File

@@ -169,7 +169,8 @@ template <class MaterialSet, class SurfaceHeader, atUint32 Version>
bool WriteCMDL(const hecl::ProjectPath& outPath, const hecl::ProjectPath& inPath, const Mesh& mesh);
template <class MaterialSet, class SurfaceHeader, atUint32 Version>
bool WriteHMDLCMDL(const hecl::ProjectPath& outPath, const hecl::ProjectPath& inPath, const Mesh& mesh);
bool WriteHMDLCMDL(const hecl::ProjectPath& outPath, const hecl::ProjectPath& inPath,
const Mesh& mesh, hecl::PoolSkinIndex& poolSkinIndex);
template <class MaterialSet, class SurfaceHeader, class MeshHeader>
bool WriteMREASecs(std::vector<std::vector<uint8_t>>& secsOut, const hecl::ProjectPath& inPath,