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

@@ -541,7 +541,7 @@ Array SurfaceTool::commit_to_arrays() {
ERR_CONTINUE(v.bones.size() != count);
for (int j = 0; j < count; j++) {
w[idx + j] = v.bones[j];
w[idx * count + j] = v.bones[j];
}
}
@@ -561,7 +561,7 @@ Array SurfaceTool::commit_to_arrays() {
ERR_CONTINUE(v.weights.size() != count);
for (int j = 0; j < count; j++) {
w[idx + j] = v.weights[j];
w[idx * count + j] = v.weights[j];
}
}