From bf77016c8a3cc9a8ff4c57c0fc32a4255006391b Mon Sep 17 00:00:00 2001 From: reduz Date: Wed, 16 Dec 2020 11:07:08 -0300 Subject: Reimplement skeletons and blend shapes Uses compute shaders, which only once, on demand, and all in parallel. --- servers/rendering/rendering_server_default.h | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'servers/rendering/rendering_server_default.h') diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h index e75fd0ee53..97c3aeaf45 100644 --- a/servers/rendering/rendering_server_default.h +++ b/servers/rendering/rendering_server_default.h @@ -231,14 +231,17 @@ public: /* MESH API */ - virtual RID mesh_create_from_surfaces(const Vector &p_surfaces) { + virtual RID mesh_create_from_surfaces(const Vector &p_surfaces, int p_blend_shape_count = 0) { RID mesh = mesh_create(); + mesh_set_blend_shape_count(mesh, p_blend_shape_count); for (int i = 0; i < p_surfaces.size(); i++) { mesh_add_surface(mesh, p_surfaces[i]); } return mesh; } + BIND2(mesh_set_blend_shape_count, RID, int) + BIND0R(RID, mesh_create) BIND2(mesh_add_surface, RID, const SurfaceData &) -- cgit v1.2.3