Reimplement skeletons and blend shapes

Uses compute shaders, which only once, on demand, and all in parallel.
This commit is contained in:
reduz 2020-12-16 11:07:08 -03:00
parent c514cc5822
commit bf77016c8a
21 changed files with 868 additions and 117 deletions

View file

@ -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