Instead of doing the transformation when drawing a mesh. This allows making
the OpenGL normal matrix more consistent, since it does not include the
Ogre-To-Clonk transformation, and so that the transformation does not need
to be inverted in the shader.
As a side effect, all Attach transformations were updated, since before
they were specified in the OGRE reference frame, not the Clonk reference
frame.
As long as we're not actually using a different shader for meshes
without bones, we need to upload an identity matrix so there's defined
data in the bone slot.
Instead of transforming all vertices on the CPU every time an animation
progresses, we now only recalculate the skeleton, leaving the heavy
lifting for the GPU. This also means we no longer have to push all
vertices onto the bus every frame, because the mesh isn't changing and
can therefore be stored in a GL_STATIC_DRAW VBO when it's first loaded.
The downside of this approach is that there's only a limited number of
uniforms and vertex attributes we can pass to the shader. At the moment
these limits are a maximum of 128 bones per skeleton, and no vertex can
be influenced by more than 8 bones at once. So far this is no problem,
as the most complex skeleton in the base game uses less than 64 bones
and no more than 6 bone weights per vertex.
Appending and including skeletons works now. Documentation updated.
Skins such as appendto.Clonk.Farmer.skeleton are handled as if the skin name were not included: appendto.Clonk.skeleton
This also changes a bit the structure of how meshes are reloaded in general,
in particular mesh materials are only reloaded once and not once per
C4DefGraphics instance. (Fix crash on reload with included skeletons, cherry picked from commit 2f69aa4850ab7a4b621e5f30cbc537d40f32c0df)
Fix linking of C4Script standalone tool (cherry picked from commit b03a332b73463b378c94e4e92b66d45b923b3b9c)
Animations are now part of the skeleton, and skeletons are loaded before meshes. They are stored in a map in StdMeshSkeletonLoader. This is only the first part of changes for #1180.
As discussed in http://forum.openclonk.org/topic_show.pl?tid=2917, I
have merged all copyright notices into a single file and referenced that
merged file from each source file.
For the updated source files, the timeline has been split into three
parts:
1. Pre-RWD code (before 2001)
2. RWD code (2001 through 2009)
3. OpenClonk code (2009 and later)
All pre-RWD copyright notices have been left intact, as have RWD-era
copyright notices where the file did not have a RedWolf design copyright
notice but only individual author ones. All copyright notices of the
OpenClonk era have been replaced by a single notice ranging from the
first recorded year to the current year (2013). Mape code did not get a
OpenClonk Team copyright notice because it is somewhat separate from the
main OpenClonk codebase and has only been touched by Armin Burgmeier.