// reconstruct frame 0 matrices to allow reconstruction of the base mesh
// (converting from weight-blending skeletal animation to
// deformation-based skeletal animation)
- bonepose = Z_Malloc(loadmodel->num_bones * sizeof(float[12]));
+ bonepose = (float *)Z_Malloc(loadmodel->num_bones * sizeof(float[12]));
for (i = 0;i < loadmodel->num_bones;i++)
{
const float *m = loadmodel->data_poses + i * 12;
// reconstruct frame 0 matrices to allow reconstruction of the base mesh
// (converting from weight-blending skeletal animation to
// deformation-based skeletal animation)
- bonepose = Z_Malloc(loadmodel->num_bones * sizeof(float[12]));
+ bonepose = (float *)Z_Malloc(loadmodel->num_bones * sizeof(float[12]));
for (i = 0;i < loadmodel->num_bones;i++)
{
const float *m = loadmodel->data_poses + i * 12;
}
else
{
- //p->quat[0] *= 1;
- //p->quat[1] *= -1;
- //p->quat[2] *= 1;
- // clear root bone to defaults to recenter all frames of an animation
- // (root bone is often tilted, or worse);
- VectorSet(p->origin, 0, 0, 0);
- Vector4Set(p->quat, 0, 0, 0.707106781187, 0.707106781187);
+ p->quat[0] *= 1;
+ p->quat[1] *= -1;
+ p->quat[2] *= 1;
}
#endif
}