Fix compile errors after rebase.
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9786f54414
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1e3b9ecdc1
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@ -87,12 +87,12 @@ void LOADERDECL Update()
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// Feed vertex position and matrix
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myVertex.position = Vec3((const float *)bufferPos);
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myVertex.posMtx = vertexDesc.PosMatIdx ? posMtxIdx : MatrixIndexA.PosNormalMtxIdx;
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myVertex.posMtx = vertexDesc.PosMatIdx ? posMtxIdx : g_main_cp_state.matrix_index_a.PosNormalMtxIdx;
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// Transform position
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TransformUnit::TransformPosition(&myVertex, outVertex);
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if (g_VtxDesc.Normal != NOT_PRESENT)
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if (g_main_cp_state.vtx_desc.Normal != NOT_PRESENT)
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{
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// Feed normal input data and transform
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memcpy((u8 *)myVertex.normal, bufferPos + vertexDecl.normals[0].offset, sizeof(float) * 3 * ((myVat.g0.NormalElements) ? 3 : 1));
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@ -117,14 +117,14 @@ void LOADERDECL Update()
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// Feed texture matrices
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int idx = 0;
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myVertex.texMtx[0] = (vertexDesc.Tex0MatIdx) ? texMtxIdx[idx++] : MatrixIndexA.Tex0MtxIdx;
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myVertex.texMtx[1] = (vertexDesc.Tex1MatIdx) ? texMtxIdx[idx++] : MatrixIndexA.Tex1MtxIdx;
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myVertex.texMtx[2] = (vertexDesc.Tex2MatIdx) ? texMtxIdx[idx++] : MatrixIndexA.Tex2MtxIdx;
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myVertex.texMtx[3] = (vertexDesc.Tex3MatIdx) ? texMtxIdx[idx++] : MatrixIndexA.Tex3MtxIdx;
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myVertex.texMtx[4] = (vertexDesc.Tex4MatIdx) ? texMtxIdx[idx++] : MatrixIndexB.Tex4MtxIdx;
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myVertex.texMtx[5] = (vertexDesc.Tex5MatIdx) ? texMtxIdx[idx++] : MatrixIndexB.Tex5MtxIdx;
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myVertex.texMtx[6] = (vertexDesc.Tex6MatIdx) ? texMtxIdx[idx++] : MatrixIndexB.Tex6MtxIdx;
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myVertex.texMtx[7] = (vertexDesc.Tex7MatIdx) ? texMtxIdx[idx++] : MatrixIndexB.Tex7MtxIdx;
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myVertex.texMtx[0] = (vertexDesc.Tex0MatIdx) ? texMtxIdx[idx++] : g_main_cp_state.matrix_index_a.Tex0MtxIdx;
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myVertex.texMtx[1] = (vertexDesc.Tex1MatIdx) ? texMtxIdx[idx++] : g_main_cp_state.matrix_index_a.Tex1MtxIdx;
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myVertex.texMtx[2] = (vertexDesc.Tex2MatIdx) ? texMtxIdx[idx++] : g_main_cp_state.matrix_index_a.Tex2MtxIdx;
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myVertex.texMtx[3] = (vertexDesc.Tex3MatIdx) ? texMtxIdx[idx++] : g_main_cp_state.matrix_index_a.Tex3MtxIdx;
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myVertex.texMtx[4] = (vertexDesc.Tex4MatIdx) ? texMtxIdx[idx++] : g_main_cp_state.matrix_index_b.Tex4MtxIdx;
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myVertex.texMtx[5] = (vertexDesc.Tex5MatIdx) ? texMtxIdx[idx++] : g_main_cp_state.matrix_index_b.Tex5MtxIdx;
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myVertex.texMtx[6] = (vertexDesc.Tex6MatIdx) ? texMtxIdx[idx++] : g_main_cp_state.matrix_index_b.Tex6MtxIdx;
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myVertex.texMtx[7] = (vertexDesc.Tex7MatIdx) ? texMtxIdx[idx++] : g_main_cp_state.matrix_index_b.Tex7MtxIdx;
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// Feed texture coordinate data
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for (int i = 0; i < 8; ++i)
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