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authorsharpmantis <43401382+sharpmantis@users.noreply.github.com>2026-10-09 18:01:40 +0200
committerGitHub <noreply@github.com>2026-10-09 16:01:40 +0000
commit316c02f70a950010e4f724f4b3b71ebbd5b01a7f (patch)
tree84158b7fd16739d985d6dd5d3a78952d6eb90ce1 /soh/assets/custom/objects/object_ocarina_c_right_button/gOcarinaCRightButtonDL
parent2884ad6de6a2374347b42c98cbf86de39578eb65 (diff)
Interpolate skinned limb vertices (horse body and legs) (#7282)HEADdevelop
Matrix interpolation cannot cover SKIN_LIMB_TYPE_ANIMATED limbs: their vertices are deformed on the CPU and referenced through gSPSegment(0x08, ...) without any recorded matrix, so recorded matrix interpolation never moves them. Record each skinned limb's pose (double-buffered, keyed by the vertex entry) and blend the previous and current poses for every displayed frame, right before the graphics commands are run. Ties the blend to a logical-frame counter so a limb that was skipped for a frame falls back to its exact pose instead of blending against a stale one.
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