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authorWindy Darian <p123456638@msn.com>2018-12-29 01:13:35 -0500
committerWindy Darian <p123456638@msn.com>2018-12-29 01:13:35 -0500
commitd9d6119b6efa09187c5a8f580d41c028987058c4 (patch)
treeb7f62110ec536da776336a64b28c6049295c5289 /editor/plugins/visual_shader_editor_plugin.cpp
parentee6f1fa3f8a7aa48ed9becb0039f39e1c7f395cc (diff)
Partial fix for blend shape with gltf
This fixes https://github.com/godotengine/godot/issues/20377 , where blend shape scales the mesh if the mesh is also skinned. The issue was that the blend shape was trying to blend using BLEND_SHAPE_MODE_RELATIVE (directly adding everything in morph shape as displacement), while bone weights were copied in the morph shape, which resulted in 2x bone weights causing mesh to become bigger when blended. Setting the blend mode to BLEND_SHAPE_MODE_NORMALIZED while guaranteeing the data is correct fixes the issue (previously treating gltf2's morph displacement data as blend target data). Ideally we still want to use BLEND_SHAPE_MODE_RELATIVE since it may need much less data, but that seems to require a larger refactor?
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