ModelObject.cpp - CModelObject::Render()
ModelObject.cpp - CModelObject::Render()
0 support will be given by me as you guys never hit the thanks button and(or) say thanks in general.
Code:
nNextFrame = GetNextFrame();
pd3dDevice->SetMaterial( g_TextureMng.GetMaterial( pd3dDevice, 0 ) );
D3DXVECTOR3 vec3LightBackup = D3DXVECTOR3( s_vLight[0], s_vLight[1], s_vLight[2] );
D3DXVECTOR4 vec4Diffuse = D3DXVECTOR4( s_fDiffuse[0], s_fDiffuse[1], s_fDiffuse[2], s_fDiffuse[3] );;
// ¿¤¸®¸ÕÆ®¿£ ½ºÅ²,ÀϹÝ,¸ðÇÎ ½ÉÁö¾î´Â ÆÄƼŬ±îÁöµµ Æ÷ÇԵɼöÀÖ´Ù.
for( i = 0; i < MAX_ELEMENT; i ++ )
{
pElem = &m_Element[i];
#ifdef __ITEM_ANIMATE_FIX
if (pElem->m_nPartsIdx == PARTS_RWEAPON || pElem->m_nPartsIdx == PARTS_LWEAPON || pElem->m_nPartsIdx == PARTS_SHIELD)
continue;
#endif
pObject3D = pElem->m_pObject3D;
if( pObject3D == NULL )
continue;
if( pElem->m_nEffect & XE_HIDE )
continue;
ModelObject.cpp - CModelObject::Render()
Code:
#endif //__YENV
} else
if( pElem->m_nPartsIdx == PARTS_CLOAK )
g_ModelGlobal.SetTexture( NULL );
}
#ifdef __ITEM_ANIMATE_FIX
for (i = 0; i < MAX_ELEMENT; i++)
{
pElem = &m_Element[i];
if (pElem->m_nPartsIdx != PARTS_RWEAPON && pElem->m_nPartsIdx != PARTS_LWEAPON &&pElem->m_nPartsIdx != PARTS_SHIELD)
continue;
pObject3D = pElem->m_pObject3D;
if (pObject3D == NULL)
continue;
if (pElem->m_nEffect & XE_HIDE)
continue;
pObject3D->m_nNoTexture = 0; // m_nNoTexture;
pObject3D->m_nNoEffect = m_nNoEffect;
// »À´ë¿¡ ¸µÅ©µÇ¾î ÀÖ´Ù.
if (pElem->m_nParentIdx != -1) // º»ÀÇ À妽º¸¦ ¶æÇÑ´Ù.
{
m1 = m_mUpdateBone[pElem->m_nParentIdx] * *mWorld; // »À´ë¿¡ ¸µÅ©µÇ¾î ÀÖ´Ù¸é »À´ëÀ§Ä¡°¡ ¼¾ÅÍ°¡ µÈ´Ù.
if (pElem->m_nParentIdx == GetRHandIdx())
{
m1 = pElem->m_mLocalRH * m1;
}
else if (pElem->m_nParentIdx == GetLHandIdx())
{
m1 = pElem->m_mLocalLH * m1;
}
else if (pElem->m_nParentIdx == GetLArmIdx())
{
m1 = pElem->m_mLocalShield * m1;
}
else if (pElem->m_nParentIdx == GetRArmIdx())
{
m1 = pElem->m_mLocalKnuckle * m1;
}
}
else
m1 = *mWorld;
if (m_pBone)
pObject3D->SetExternBone(m_mUpdateBone, m_pBaseBoneInv); // ¿ÜÀ庻ÀÌ ÀÖ´Ù¸é ±×°ÍÀ» ³Ñ°ÜÁØ´Ù.
if (m_SparkInfo.m_bUsed)
{
SetLightVec(m_SparkInfo.m_v3SparkDir);
D3DXVECTOR3 vec3Diffuse;
D3DXVec3Lerp(&vec3Diffuse, &D3DXVECTOR3(0.0f, 0.0f, 0.0f), &m_SparkInfo.m_v3Color, m_SparkInfo.m_fLerp);
SetDiffuse(vec3Diffuse.x, vec3Diffuse.y, vec3Diffuse.z);
}
pObject3D->Render(pd3dDevice, pElem->m_ppd3d_VBSel, m_fFrameCurrent, nNextFrame, &m1, pElem->m_nEffect, dwBlendFactor);
pObject3D->m_nNoEffect = 0;
}
#endif
0 support will be given by me as you guys never hit the thanks button and(or) say thanks in general.
Last edited: