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Currently, when there's another frame rendered than frame 0 of a md3, the code falls back to the dynamic vbo/ibo path. This doesn't use mikkts, which results in weird normals popping on looping vertex animations.
Add frames data to static vbo
Make sure tangent space is consitent (all mikkts)
Add frame vertex shift
Fix remaining issues with gpu vertex interpolation
The text was updated successfully, but these errors were encountered:
Currently, when there's another frame rendered than frame 0 of a md3, the code falls back to the dynamic vbo/ibo path. This doesn't use mikkts, which results in weird normals popping on looping vertex animations.
The text was updated successfully, but these errors were encountered: