diff options
author | clayjohn <claynjohn@gmail.com> | 2022-11-25 15:30:36 -0800 |
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committer | clayjohn <claynjohn@gmail.com> | 2022-11-29 09:45:03 -0800 |
commit | f33ffd9ab4948e0fa649de9bbe490a1d4f977691 (patch) | |
tree | d3b2dc0307fcae13eb6f027216aac949e85dba6f /servers/rendering/renderer_rd/storage_rd | |
parent | 55dae301777ba609c3255026f9a9852a0dbfd43b (diff) |
Add Skeletons and Blend Shapes to the OpenGL renderer
This uses a similar multipass approach to blend shapes
as Godot 3.x, the major difference here is that we
need to convert the normals and tangents to octahedral
for rendering.
Skeletons work the same as the Vulkan renderer except the bones
are stored in a texture as they were in 3.x.
Diffstat (limited to 'servers/rendering/renderer_rd/storage_rd')
-rw-r--r-- | servers/rendering/renderer_rd/storage_rd/mesh_storage.h | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h index 4765475804..27c82213e4 100644 --- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h +++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h @@ -665,7 +665,6 @@ public: virtual void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) override; virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) override; - void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform3D &p_world_transform); virtual int skeleton_get_bone_count(RID p_skeleton) const override; virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) override; virtual Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const override; |