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Forcing all the meshes with 3 buffers aka the blendshape layout
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@ -761,6 +761,12 @@ void FBXReader::buildModelMesh(FBXMesh& extractedMesh, const QString& url) {
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bool interleavePositions = true;
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bool interleavePositions = true;
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bool interleaveNormalsTangents = true;
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bool interleaveNormalsTangents = true;
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// TODO: We are using the same vertex format layout for all meshes because this is more efficient
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// This work is going into rc73 release which is meant to be used for the SPot500 event and we are picking the format
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// that works best for blendshaped and skinned meshes aka the avatars.
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// We will improve this technique in a hot fix to 73.
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hasBlendShapes = true;
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// If has blend shapes allocate and assign buffers for pos and tangents now
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// If has blend shapes allocate and assign buffers for pos and tangents now
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if (hasBlendShapes) {
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if (hasBlendShapes) {
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auto posBuffer = std::make_shared<gpu::Buffer>();
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auto posBuffer = std::make_shared<gpu::Buffer>();
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