Reimplement skeletons and blend shapes
Uses compute shaders, which only once, on demand, and all in parallel.
This commit is contained in:
parent
c514cc5822
commit
bf77016c8a
21 changed files with 868 additions and 117 deletions
|
|
@ -135,7 +135,7 @@ public:
|
|||
RID skeleton;
|
||||
RID material_override;
|
||||
|
||||
RID instance_data;
|
||||
RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist
|
||||
|
||||
Transform transform;
|
||||
|
||||
|
|
@ -149,8 +149,6 @@ public:
|
|||
Vector<RID> reflection_probe_instances;
|
||||
Vector<RID> gi_probe_instances;
|
||||
|
||||
Vector<float> blend_values;
|
||||
|
||||
RS::ShadowCastingSetting cast_shadows;
|
||||
|
||||
//fit in 32 bits
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue