Basic support for skinning with GLSL shaders. Still need to work out

how to handle different lighting arrangements and complex materials 
(e.g., the metal effect for the Iron Plate).


git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@229 ed5b42cb-e716-0410-a449-f6a68f950b19
This commit is contained in:
Andrzej Kapolka
2007-05-08 01:50:07 +00:00
parent 8a2e67831e
commit 742dc30f9e
8 changed files with 549 additions and 156 deletions
@@ -42,6 +42,7 @@ import com.jme.util.export.OutputCapsule;
import com.threerings.jme.Log;
import com.threerings.jme.util.JmeUtil;
import com.threerings.jme.util.ShaderCache;
/**
* A {@link Node} with a serialization mechanism tailored to stored models.
@@ -259,6 +260,17 @@ public class ModelNode extends Node
}
}
// documentation inherited from interface ModelSpatial
public void configureShaders (ShaderCache scache)
{
for (int ii = 0, nn = getQuantity(); ii < nn; ii++) {
Spatial child = getChild(ii);
if (child instanceof ModelSpatial) {
((ModelSpatial)child).configureShaders(scache);
}
}
}
// documentation inherited from interface ModelSpatial
public void storeMeshFrame (int frameId, boolean blend)
{