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https://github.com/4sval/FModel.git
synced 2026-03-22 01:34:37 -05:00
fixed outliner messing up vertex normal scale
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parent
ffd871b755
commit
3b3fe6cb95
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@ -1 +1 @@
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Subproject commit 91741c40ca8545c7ea3730493c58475ee93ee465
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Subproject commit f8e462f7f12432626b9400409fd50f685309516a
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@ -45,8 +45,8 @@ void main()
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}
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finalPos = vInstanceMatrix * finalPos;
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float scaleFactor = distance(vec3(finalPos), uViewPos) * 0.0025;
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vec4 nor = transpose(inverse(vInstanceMatrix)) * finalNormal * scaleFactor;
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float scaleFactor = distance(vec3(finalPos), uViewPos) * 0.0035;
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vec4 nor = transpose(inverse(vInstanceMatrix)) * normalize(finalNormal) * scaleFactor;
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finalPos.xyz += nor.xyz;
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gl_Position = uProjection * uView * finalPos;
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@ -818,6 +818,7 @@ public class CUE4ParseViewModel : ViewModel
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}
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case UAnimSequence when isNone && ModelIsWaitingAnimation:
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case UAnimMontage when isNone && ModelIsWaitingAnimation:
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case UAnimComposite when isNone && ModelIsWaitingAnimation:
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{
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SnooperViewer.Renderer.Animate(export);
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SnooperViewer.Run();
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@ -103,6 +103,9 @@ public class Renderer : IDisposable
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case UAnimMontage animMontage when animMontage.Skeleton.TryLoad(out USkeleton skeleton):
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model.Skeleton.SetAnimation(skeleton.ConvertAnims(animMontage), AnimateWithRotationOnly);
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break;
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case UAnimComposite animComposite when animComposite.Skeleton.TryLoad(out USkeleton skeleton):
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model.Skeleton.SetAnimation(skeleton.ConvertAnims(animComposite), AnimateWithRotationOnly);
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break;
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}
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Options.AnimateMesh(false);
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}
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