try fixing the SSE skeletonobjects case
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 16 Oct 2010 08:54:06 +0000 (08:54 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 16 Oct 2010 08:54:06 +0000 (08:54 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10539 d7cf8633-e32d-0410-b094-e92efae38249

mod_skeletal_animatevertices_sse.c

index d6f71f1..06d7431 100644 (file)
@@ -47,7 +47,8 @@ void Mod_Skeletal_AnimateVertices_SSE(const dp_model_t * RESTRICT model, const f
                        // create a relative deformation matrix to describe displacement
                        // from the base mesh, which is used by the actual weighting
                        Matrix4x4_FromArray12FloatD3D(&mm, model->data_baseboneposeinverse + i * 12); // baseboneposeinverse is 4x3 row-major
-                       Matrix4x4_Concat(&boneposerelative[i], &bonepose[i], &mm);
+                       Matrix4x4_Concat(&mm2, &bonepose[i], &mm);
+                       Matrix4x4_Transpose(&boneposerelative[i], &mm2); // TODO: Eliminate this transpose
                }
        }
        else