Removed unnecessary skeleltal calculations

This commit is contained in:
Antoine Pilote
2023-10-02 01:34:56 -04:00
parent b4e75b08a0
commit 6426fccde9
2 changed files with 2 additions and 6 deletions

View File

@@ -450,9 +450,6 @@ namespace Nuake
auto [transform, mesh, visibility] = skinnedView.get<TransformComponent, SkinnedModelComponent, VisibilityComponent>(e);
if (mesh.ModelResource != nullptr && visibility.Visible)
{
auto& rootBoneNode = mesh.ModelResource->GetSkeletonRootNode();
SetSkeletonBoneTransformRecursive(scene, rootBoneNode, gBufferSkinnedMeshShader);
for (auto& m : mesh.ModelResource->GetMeshes())
{
m->Draw(gBufferSkinnedMeshShader, false);
@@ -675,7 +672,6 @@ namespace Nuake
shadingShader->SetUniformMat4f("u_View", mView);
shadingShader->SetUniformVec3("u_EyePosition", scene.GetCurrentCamera()->Translation);
shadingShader->SetUniform1f("u_AmbientTerm", environment->AmbientTerm);
shadingShader->SetUniformTex("m_SSAO", scene.GetEnvironment()->mSSAO->GetOuput()->GetTexture().get(), 9);
Ref<Environment> env = scene.GetEnvironment();

View File

@@ -33,8 +33,8 @@ namespace Nuake
Scope<FrameBuffer> mToneMapBuffer;
Scope<FrameBuffer> mBarrelDistortionBuffer;
Scope<FrameBuffer> mVignetteBuffer;
Scope<FrameBuffer> mDOFBuffer;;
private:
Scope<FrameBuffer> mDOFBuffer;
void ShadowPass(Scene& scene);
void GBufferPass(Scene& scene);
void ShadingPass(Scene& scene);