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authorreduz <reduzio@gmail.com>2020-12-16 11:07:08 -0300
committerreduz <reduzio@gmail.com>2020-12-16 14:32:04 -0300
commitbf77016c8a3cc9a8ff4c57c0fc32a4255006391b (patch)
tree0b4a378b86c7a3d6e20534e99460e05384ace298 /servers/rendering/renderer_scene_cull.h
parentc514cc58224e5c973ac8be7bb6db7023d5c25906 (diff)
downloadredot-engine-bf77016c8a3cc9a8ff4c57c0fc32a4255006391b.tar.gz
Reimplement skeletons and blend shapes
Uses compute shaders, which only once, on demand, and all in parallel.
Diffstat (limited to 'servers/rendering/renderer_scene_cull.h')
-rw-r--r--servers/rendering/renderer_scene_cull.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index 46ca983986..c4379e4560 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -138,6 +138,8 @@ public:
static void *_instance_pair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int);
static void _instance_unpair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int, void *);
+ static void _instance_update_mesh_instance(Instance *p_instance);
+
virtual RID scenario_create();
virtual void scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode);