vk: comment on why we need inverse model matrix
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@ -2165,6 +2165,8 @@ static void R_StudioDrawPoints( void )
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pskinref = (short *)((byte *)m_pStudioHeader + m_pStudioHeader->skinindex);
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if( m_skinnum != 0 ) pskinref += (m_skinnum * m_pStudioHeader->numskinref);
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// Compute inverse entity matrix, as we need vertices to be in local model space instead of global world space.
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// Ideally, we'd just avoid multiplying vertices by entity matrix in R_StudioMergeBones and friends. But unfortunately games themselves seem to be premultiplying bone matrices by entity matrix, so we need to manually undo this multiplication here.
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matrix4x4 rotationmatrix = {0}, rotationmatrix_inv = {0};
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Matrix3x4_Copy(rotationmatrix, g_studio.rotationmatrix);
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Matrix4x4_Invert_Simple(rotationmatrix_inv, rotationmatrix);
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