fixed outliner messing up vertex normal scale

This commit is contained in:
4sval
2023-02-15 00:54:12 +01:00
parent ffd871b755
commit 3b3fe6cb95
4 changed files with 7 additions and 3 deletions

View File

@@ -45,8 +45,8 @@ void main()
}
finalPos = vInstanceMatrix * finalPos;
float scaleFactor = distance(vec3(finalPos), uViewPos) * 0.0025;
vec4 nor = transpose(inverse(vInstanceMatrix)) * finalNormal * scaleFactor;
float scaleFactor = distance(vec3(finalPos), uViewPos) * 0.0035;
vec4 nor = transpose(inverse(vInstanceMatrix)) * normalize(finalNormal) * scaleFactor;
finalPos.xyz += nor.xyz;
gl_Position = uProjection * uView * finalPos;

View File

@@ -818,6 +818,7 @@ public class CUE4ParseViewModel : ViewModel
}
case UAnimSequence when isNone && ModelIsWaitingAnimation:
case UAnimMontage when isNone && ModelIsWaitingAnimation:
case UAnimComposite when isNone && ModelIsWaitingAnimation:
{
SnooperViewer.Renderer.Animate(export);
SnooperViewer.Run();

View File

@@ -103,6 +103,9 @@ public class Renderer : IDisposable
case UAnimMontage animMontage when animMontage.Skeleton.TryLoad(out USkeleton skeleton):
model.Skeleton.SetAnimation(skeleton.ConvertAnims(animMontage), AnimateWithRotationOnly);
break;
case UAnimComposite animComposite when animComposite.Skeleton.TryLoad(out USkeleton skeleton):
model.Skeleton.SetAnimation(skeleton.ConvertAnims(animComposite), AnimateWithRotationOnly);
break;
}
Options.AnimateMesh(false);
}