You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
GMDC preview: vertex colors, joint overlay, mesh transforms + port notes
- Fix matrix multiply order in MatrixStack.MultiplyMatrixLocal (new * top,
not top * new) so stacked transforms compose correctly
- Respect per-vertex color: GlMesh now tracks HasVertexColors; DirectXPanel
enables vertex-color path only when the mesh actually carries colors
- SceneToMesh copies Translation/Rotation/Scaling from source to dest mesh
so GMDCs with non-identity mesh transforms render in the right place
- Joint meshes render with ZTest=false so the skeleton is visible through
the body; bone thickness scaled to joint size (linewd: num * 0.2)
- RenderSelection flips RenderJoints on/off based on listbox selection
- Compute projection aspect from vp.Aspect (with >0 guard) instead of
re-reading control dimensions; set GL viewport + aspect at init time
- Default camoffset 0.7 -> 1.0, jsz 1 -> 15, AddAxis true, RenderJoints
false by default (user toggles by selecting a joint)
- Add DumpPreviewDiagnostic writing panel/camera/mesh state to desktop
for debugging
- Add GMDC_PREVIEW_PORT_NOTES.md — full handoff doc for the Mac/Avalonia