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https://github.com/lubosz/overte.git
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working on blendshapes
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parent
544a6504f2
commit
05ff99a1d2
5 changed files with 26 additions and 44 deletions
interface/src/avatar
libraries/render-utils/src
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@ -353,15 +353,14 @@ void AvatarManager::simulateAvatarFades(float deltaTime) {
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QReadLocker locker(&_hashLock);
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QVector<AvatarSharedPointer>::iterator avatarItr = _avatarsToFade.begin();
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const render::ScenePointer& scene = qApp->getMain3DScene();
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render::Transaction transaction;
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while (avatarItr != _avatarsToFade.end()) {
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auto avatar = std::static_pointer_cast<Avatar>(*avatarItr);
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avatar->updateFadingStatus(scene);
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if (!avatar->isFading()) {
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// fading to zero is such a rare event we push a unique transaction for each
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if (avatar->isInScene()) {
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render::Transaction transaction;
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avatar->removeFromScene(*avatarItr, scene, transaction);
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scene->enqueueTransaction(transaction);
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}
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avatarItr = _avatarsToFade.erase(avatarItr);
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} else {
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@ -370,6 +369,7 @@ void AvatarManager::simulateAvatarFades(float deltaTime) {
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++avatarItr;
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}
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}
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scene->enqueueTransaction(transaction);
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}
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AvatarSharedPointer AvatarManager::newSharedAvatar() {
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@ -75,6 +75,7 @@ void CauterizedModel::createRenderItemSet() {
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// Run through all of the meshes, and place them into their segregated, but unsorted buckets
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int shapeID = 0;
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const FBXGeometry& fbxGeometry = getFBXGeometry();
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uint32_t numMeshes = (uint32_t)meshes.size();
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for (uint32_t i = 0; i < numMeshes; i++) {
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const auto& mesh = meshes.at(i);
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@ -85,6 +86,10 @@ void CauterizedModel::createRenderItemSet() {
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// Create the render payloads
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int numParts = (int)mesh->getNumParts();
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for (int partIndex = 0; partIndex < numParts; partIndex++) {
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if (!fbxGeometry.meshes[i].blendshapes.empty()) {
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_blendedVertexBuffers[i] = std::make_shared<gpu::Buffer>();
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_blendedVertexBuffers[i]->resize(fbxGeometry.meshes[i].vertices.size() * (sizeof(glm::vec3) + 2 * sizeof(NormalType)));
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}
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auto ptr = std::make_shared<CauterizedMeshPartPayload>(shared_from_this(), i, partIndex, shapeID, transform, offset);
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_modelMeshRenderItems << std::static_pointer_cast<ModelMeshPartPayload>(ptr);
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auto material = getGeometry()->getShapeMaterial(shapeID);
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@ -208,7 +208,10 @@ ModelMeshPartPayload::ModelMeshPartPayload(ModelPointer model, int meshIndex, in
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bool useDualQuaternionSkinning = model->getUseDualQuaternionSkinning();
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_blendedVertexBuffer = model->_blendedVertexBuffers[_meshIndex];
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auto blendedVertexBuffer = model->_blendedVertexBuffers.find(_meshIndex);
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if (blendedVertexBuffer != model->_blendedVertexBuffers.end()) {
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_blendedVertexBuffer = blendedVertexBuffer->second;
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}
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auto& modelMesh = model->getGeometry()->getMeshes().at(_meshIndex);
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const Model::MeshState& state = model->getMeshState(_meshIndex);
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@ -305,36 +305,6 @@ bool Model::updateGeometry() {
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state.clusterDualQuaternions.resize(mesh.clusters.size());
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state.clusterMatrices.resize(mesh.clusters.size());
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_meshStates.push_back(state);
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// Note: we add empty buffers for meshes that lack blendshapes so we can access the buffers by index
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// later in ModelMeshPayload, however the vast majority of meshes will not have them.
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// TODO? make _blendedVertexBuffers a map instead of vector and only add for meshes with blendshapes?
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auto buffer = std::make_shared<gpu::Buffer>();
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if (!mesh.blendshapes.isEmpty()) {
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std::vector<NormalType> normalsAndTangents;
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normalsAndTangents.reserve(mesh.normals.size() + mesh.tangents.size());
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for (auto normalIt = mesh.normals.begin(), tangentIt = mesh.tangents.begin();
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normalIt != mesh.normals.end();
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++normalIt, ++tangentIt) {
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#if FBX_PACK_NORMALS
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glm::uint32 finalNormal;
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glm::uint32 finalTangent;
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buffer_helpers::packNormalAndTangent(*normalIt, *tangentIt, finalNormal, finalTangent);
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#else
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const auto finalNormal = *normalIt;
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const auto finalTangent = *tangentIt;
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#endif
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normalsAndTangents.push_back(finalNormal);
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normalsAndTangents.push_back(finalTangent);
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}
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buffer->resize(mesh.vertices.size() * (sizeof(glm::vec3) + 2 * sizeof(NormalType)));
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buffer->setSubData(0, mesh.vertices.size() * sizeof(glm::vec3), (const gpu::Byte*) mesh.vertices.constData());
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buffer->setSubData(mesh.vertices.size() * sizeof(glm::vec3),
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mesh.normals.size() * 2 * sizeof(NormalType), (const gpu::Byte*) normalsAndTangents.data());
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}
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_blendedVertexBuffers.push_back(buffer);
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}
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needFullUpdate = true;
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emit rigReady();
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@ -1280,9 +1250,9 @@ void Blender::run() {
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}
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// post the result to the geometry cache, which will dispatch to the model if still alive
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QMetaObject::invokeMethod(DependencyManager::get<ModelBlender>().data(), "setBlendedVertices",
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Q_ARG(ModelPointer, _model), Q_ARG(int, _blendNumber),
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Q_ARG(const Geometry::WeakPointer&, _geometry), Q_ARG(const QVector<glm::vec3>&, vertices),
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Q_ARG(const QVector<glm::vec3>&, normals), Q_ARG(const QVector<glm::vec3>&, tangents));
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Q_ARG(ModelPointer, _model), Q_ARG(int, _blendNumber),
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Q_ARG(const Geometry::WeakPointer&, _geometry), Q_ARG(const QVector<glm::vec3>&, vertices),
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Q_ARG(const QVector<glm::vec3>&, normals), Q_ARG(const QVector<glm::vec3>&, tangents));
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}
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void Model::setScaleToFit(bool scaleToFit, const glm::vec3& dimensions, bool forceRescale) {
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@ -1463,7 +1433,7 @@ bool Model::maybeStartBlender() {
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void Model::setBlendedVertices(int blendNumber, const Geometry::WeakPointer& geometry,
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const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals, const QVector<glm::vec3>& tangents) {
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auto geometryRef = geometry.lock();
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if (!geometryRef || _renderGeometry != geometryRef || _blendedVertexBuffers.empty() || blendNumber < _appliedBlendNumber) {
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if (!geometryRef || _renderGeometry != geometryRef || blendNumber < _appliedBlendNumber) {
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return;
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}
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_appliedBlendNumber = blendNumber;
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@ -1476,13 +1446,13 @@ void Model::setBlendedVertices(int blendNumber, const Geometry::WeakPointer& geo
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continue;
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}
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gpu::BufferPointer& buffer = _blendedVertexBuffers[i];
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gpu::BufferPointer buffer = _blendedVertexBuffers[i];
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const auto vertexCount = mesh.vertices.size();
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const auto verticesSize = vertexCount * sizeof(glm::vec3);
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const auto offset = index * sizeof(glm::vec3);
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normalsAndTangents.clear();
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normalsAndTangents.resize(normals.size()+tangents.size());
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normalsAndTangents.resize(normals.size() + tangents.size());
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// assert(normalsAndTangents.size() == 2 * vertexCount);
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// Interleave normals and tangents
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@ -1510,7 +1480,7 @@ void Model::setBlendedVertices(int blendNumber, const Geometry::WeakPointer& geo
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}
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#else
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// Parallel version for performance
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tbb::parallel_for(tbb::blocked_range<size_t>(index, index+vertexCount), [&](const tbb::blocked_range<size_t>& range) {
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tbb::parallel_for(tbb::blocked_range<size_t>(index, index + vertexCount), [&](const tbb::blocked_range<size_t>& range) {
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auto normalsRange = std::make_pair(normals.begin() + range.begin(), normals.begin() + range.end());
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auto tangentsRange = std::make_pair(tangents.begin() + range.begin(), tangents.begin() + range.end());
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auto normalsAndTangentsIt = normalsAndTangents.begin() + (range.begin()-index)*2;
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@ -1603,6 +1573,7 @@ void Model::createRenderItemSet() {
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// Run through all of the meshes, and place them into their segregated, but unsorted buckets
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int shapeID = 0;
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uint32_t numMeshes = (uint32_t)meshes.size();
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const FBXGeometry& fbxGeometry = getFBXGeometry();
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for (uint32_t i = 0; i < numMeshes; i++) {
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const auto& mesh = meshes.at(i);
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if (!mesh) {
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@ -1612,6 +1583,10 @@ void Model::createRenderItemSet() {
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// Create the render payloads
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int numParts = (int)mesh->getNumParts();
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for (int partIndex = 0; partIndex < numParts; partIndex++) {
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if (!fbxGeometry.meshes[i].blendshapes.empty()) {
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_blendedVertexBuffers[i] = std::make_shared<gpu::Buffer>();
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_blendedVertexBuffers[i]->resize(fbxGeometry.meshes[i].vertices.size() * (sizeof(glm::vec3) + 2 * sizeof(NormalType)));
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}
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_modelMeshRenderItems << std::make_shared<ModelMeshPartPayload>(shared_from_this(), i, partIndex, shapeID, transform, offset);
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auto material = getGeometry()->getShapeMaterial(shapeID);
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_modelMeshMaterialNames.push_back(material ? material->getName() : "");
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@ -1724,8 +1699,8 @@ void ModelBlender::noteRequiresBlend(ModelPointer model) {
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}
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}
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void ModelBlender::setBlendedVertices(ModelPointer model, int blendNumber, const Geometry::WeakPointer& geometry,
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const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals,
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void ModelBlender::setBlendedVertices(ModelPointer model, int blendNumber, const Geometry::WeakPointer& geometry,
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const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals,
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const QVector<glm::vec3>& tangents) {
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if (model) {
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model->setBlendedVertices(blendNumber, geometry, vertices, normals, tangents);
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@ -1744,4 +1719,3 @@ void ModelBlender::setBlendedVertices(ModelPointer model, int blendNumber, const
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}
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}
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}
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@ -413,7 +413,7 @@ protected:
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QUrl _url;
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gpu::Buffers _blendedVertexBuffers;
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std::unordered_map<int, gpu::BufferPointer> _blendedVertexBuffers;
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QVector<QVector<QSharedPointer<Texture> > > _dilatedTextures;
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