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-rw-r--r--ent.c89
1 files changed, 11 insertions, 78 deletions
diff --git a/ent.c b/ent.c
index 0cec83e..2f61aa7 100644
--- a/ent.c
+++ b/ent.c
@@ -327,17 +327,17 @@ entity_draw_mdl(u64 id) {
};
/* Preserve DrawModel's GPU skinning support. */
- int loc = SHADER_LOC_MATRIX_BONETRANSFORMS;
- if (material.shader.locs != NULL &&
- material.shader.locs[loc] != -1 &&
- mdl->boneMatrices != NULL) {
- rlEnableShader(material.shader.id);
- rlSetUniformMatrices(
- material.shader.locs[loc],
- mdl->boneMatrices,
- mdl->skeleton.boneCount
- );
- }
+ // int loc = SHADER_LOC_MATRIX_BONETRANSFORMS;
+ // if (material.shader.locs != NULL &&
+ // material.shader.locs[loc] != -1 &&
+ // mdl->boneMatrices != NULL) {
+ // rlEnableShader(material.shader.id);
+ // rlSetUniformMatrices(
+ // material.shader.locs[loc],
+ // mdl->boneMatrices,
+ // mdl->skeleton.boneCount
+ // );
+ // }
bool nocull =
strcmp(shader_key, "alpha_cutoff_nocull") == 0 ||
@@ -357,73 +357,6 @@ entity_draw_mdl(u64 id) {
}
}
-// static void
-// entity_draw_mdl(u64 id) {
-// Entity *ent = entity_get(id);
-// ModelCmp *model = &ent->mdl;
-
-// if (!model->mdl) {
-// Asset *asset = asset_get(model->key);
-// if (!asset) {
-// return;
-// }
-// model->mdl = &asset->mdl;
-// }
-
-// Model mdl = *model->mdl;
-// mdl.transform = entity_world_matrix(id);
-
-// Color tint = ent->ed.selected && ed.mode == ED_MODE_SCENE ?
-// (Color){100, 100, 100, 255} : BLACK;
-
-// u32 count = MIN(model->mat_cnt, (u32)mdl.materialCount);
-
-// if (!count) {
-// DrawModel(mdl, (Vec3){0}, 1, tint);
-// return;
-// }
-
-// struct {
-// MaterialMap albedo;
-// Shader shader;
-// } saved[count];
-
-// for (u32 i = 0; i < count; ++i) {
-// Material *material = &mdl.materials[i];
-// MaterialMap *albedo;
-// albedo = &material->maps[MATERIAL_MAP_ALBEDO];
-
-// saved[i].albedo = *albedo;
-// saved[i].shader = material->shader;
-
-// MaterialOverride *override = &model->materials[i];
-
-// if (override->tex_key) {
-// Asset *asset = asset_get(override->tex_key);
-// if (asset) {
-// albedo->texture = asset->tex;
-// }
-// }
-
-// if (override->shader_key) {
-// FunShader *shader;
-// shader = shader_get(override->shader_key);
-
-// if (shader) {
-// material->shader = shader->sdr;
-// }
-// }
-// }
-
-// DrawModel(mdl, (Vec3){0}, 1, tint);
-
-// for (u32 i = 0; i < count; ++i) {
-// Material *material = &mdl.materials[i];
-// material->maps[MATERIAL_MAP_ALBEDO] = saved[i].albedo;
-// material->shader = saved[i].shader;
-// }
-// }
-
void
entity_system_update(void) {
entity_process_delete_queue();