Forcing all the meshes with 3 buffers aka the blendshape layout

This commit is contained in:
Sam Gateau 2018-09-07 15:57:04 -07:00
parent e8cfac2ab1
commit 5140999445

View file

@ -761,6 +761,12 @@ void FBXReader::buildModelMesh(FBXMesh& extractedMesh, const QString& url) {
bool interleavePositions = true;
bool interleaveNormalsTangents = true;
// TODO: We are using the same vertex format layout for all meshes because this is more efficient
// This work is going into rc73 release which is meant to be used for the SPot500 event and we are picking the format
// that works best for blendshaped and skinned meshes aka the avatars.
// We will improve this technique in a hot fix to 73.
hasBlendShapes = true;
// If has blend shapes allocate and assign buffers for pos and tangents now
if (hasBlendShapes) {
auto posBuffer = std::make_shared<gpu::Buffer>();