Fixed UV anim clips assignment to use geometry's ShaderID for the lookup.

This commit is contained in:
dexy
2019-11-02 22:53:54 +11:00
Unverified
parent 68a028dc0b
commit 3462513e27
3 changed files with 6 additions and 4 deletions
+1 -2
View File
@@ -2795,7 +2795,6 @@ namespace CodeWalker.Rendering
MetaHash ahash = arche.Hash;
if (ycd.ClipMap.TryGetValue(ahash, out rndbl.ClipMapEntry)) rndbl.HasAnims = true;
uint cmeindex = 1;
foreach (var model in rndbl.HDModels)
{
if (model == null) continue;
@@ -2804,9 +2803,9 @@ namespace CodeWalker.Rendering
if (geom == null) continue;
if (geom.globalAnimUVEnable)
{
uint cmeindex = geom.DrawableGeom.ShaderID + 1u;
MetaHash cmehash = ahash + cmeindex; //this goes to at least uv5! (from uv0) - see hw1_09.ycd
if (ycd.ClipMap.TryGetValue(cmehash, out geom.ClipMapEntryUV)) rndbl.HasAnims = true;
cmeindex++;
}
}
}