From 5140999445ffeb87a39e926d50e6c0b2e43df9a9 Mon Sep 17 00:00:00 2001 From: Sam Gateau Date: Fri, 7 Sep 2018 15:57:04 -0700 Subject: [PATCH] Forcing all the meshes with 3 buffers aka the blendshape layout --- libraries/fbx/src/FBXReader_Mesh.cpp | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/libraries/fbx/src/FBXReader_Mesh.cpp b/libraries/fbx/src/FBXReader_Mesh.cpp index 72f0fc6f23..e8b5abcc9c 100644 --- a/libraries/fbx/src/FBXReader_Mesh.cpp +++ b/libraries/fbx/src/FBXReader_Mesh.cpp @@ -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();