Reimplement skeletons and blend shapes
Uses compute shaders, which only once, on demand, and all in parallel.
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@ -282,8 +282,6 @@ public:
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Vector<uint8_t> index_data;
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uint32_t index_count = 0;
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uint32_t blend_shape_count = 0;
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AABB aabb;
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struct LOD {
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float edge_length;
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@ -297,9 +295,11 @@ public:
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RID material;
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};
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virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces) = 0;
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virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces, int p_blend_shape_count = 0) = 0;
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virtual RID mesh_create() = 0;
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virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) = 0;
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virtual uint32_t mesh_surface_get_format_offset(uint32_t p_format, int p_vertex_len, int p_array_index) const;
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virtual uint32_t mesh_surface_get_format_vertex_stride(uint32_t p_format, int p_vertex_len) const;
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virtual uint32_t mesh_surface_get_format_attribute_stride(uint32_t p_format, int p_vertex_len) const;
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