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_wrap_mt.h | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) (limited to 'servers/rendering/rendering_server_wrap_mt.h') diff --git a/servers/rendering/rendering_server_wrap_mt.h b/servers/rendering/rendering_server_wrap_mt.h index 2c230aaee4..62a866955d 100644 --- a/servers/rendering/rendering_server_wrap_mt.h +++ b/servers/rendering/rendering_server_wrap_mt.h @@ -143,10 +143,12 @@ public: /* MESH API */ - virtual RID mesh_create_from_surfaces(const Vector &p_surfaces) { - return rendering_server->mesh_create_from_surfaces(p_surfaces); + virtual RID mesh_create_from_surfaces(const Vector &p_surfaces, int p_blend_shape_count = 0) { + return rendering_server->mesh_create_from_surfaces(p_surfaces, p_blend_shape_count); } + FUNC2(mesh_set_blend_shape_count, RID, int) + FUNCRID(mesh) FUNC2(mesh_add_surface, RID, const SurfaceData &) -- cgit v1.2.3