vk: don't apply studio model matrix to vertices
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@ -1,4 +1,5 @@
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#include "vk_studio.h"
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#include "com_model.h"
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#include "vk_common.h"
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#include "vk_textures.h"
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#include "vk_render.h"
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@ -873,7 +874,7 @@ void R_StudioMergeBones( cl_entity_t *e, model_t *m_pSubModel )
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Matrix3x4_FromOriginQuat( bonematrix, q[i], pos[i] );
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if( pbones[i].parent == -1 )
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{
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Matrix3x4_ConcatTransforms( g_studio.bonestransform[i], g_studio.rotationmatrix, bonematrix );
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Matrix3x4_Copy( g_studio.bonestransform[i], bonematrix );
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Matrix3x4_Copy( g_studio.lighttransform[i], g_studio.bonestransform[i] );
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// apply client-side effects to the transformation matrix
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@ -1031,7 +1032,7 @@ void R_StudioSetupBones( cl_entity_t *e )
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if( pbones[i].parent == -1 )
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{
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Matrix3x4_ConcatTransforms( g_studio.bonestransform[i], g_studio.rotationmatrix, bonematrix );
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Matrix3x4_Copy( g_studio.bonestransform[i], bonematrix );
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Matrix3x4_Copy( g_studio.lighttransform[i], g_studio.bonestransform[i] );
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// apply client-side effects to the transformation matrix
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@ -2147,7 +2148,7 @@ static void R_StudioDrawPoints( void )
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if (g_studio.rendermode2 == kRenderTransAdd) {
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Vector4Set(color, g_studio.blend, g_studio.blend, g_studio.blend, 1.f);
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}
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VK_RenderModelDynamicBegin( studioRenderModeToRenderType(RI.currententity->curstate.rendermode), color, m_matrix4x4_identity, "%s", m_pSubModel->name );
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VK_RenderModelDynamicBegin( studioRenderModeToRenderType(RI.currententity->curstate.rendermode), color, g_studio.rotationmatrix, "%s", m_pSubModel->name );
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g_studio.numverts = g_studio.numelems = 0;
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@ -3239,8 +3240,8 @@ void R_DrawViewModel( void )
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switch( RI.currententity->model->type )
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{
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/* FIXME VK
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case mod_alias:
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/* FIXME VK
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R_DrawAliasModel( RI.currententity );
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break;
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*/
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@ -3248,6 +3249,11 @@ void R_DrawViewModel( void )
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R_StudioSetupTimings();
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R_StudioDrawModelInternal( RI.currententity, STUDIO_RENDER );
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break;
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case mod_sprite:
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case mod_brush:
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case mod_bad:
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// Complain, impossible
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break;
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}
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RI.currententity = NULL;
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