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
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@@ -42,6 +42,7 @@ import com.jme.util.export.OutputCapsule;
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import com.threerings.jme.Log;
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import com.threerings.jme.util.JmeUtil;
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import com.threerings.jme.util.ShaderCache;
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/**
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* A {@link Node} with a serialization mechanism tailored to stored models.
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@@ -259,6 +260,17 @@ public class ModelNode extends Node
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}
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}
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// documentation inherited from interface ModelSpatial
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public void configureShaders (ShaderCache scache)
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{
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for (int ii = 0, nn = getQuantity(); ii < nn; ii++) {
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Spatial child = getChild(ii);
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if (child instanceof ModelSpatial) {
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((ModelSpatial)child).configureShaders(scache);
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}
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}
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}
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// documentation inherited from interface ModelSpatial
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public void storeMeshFrame (int frameId, boolean blend)
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{
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