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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/rendering_server_default.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/rendering_server_default.h')
-rw-r--r--servers/rendering/rendering_server_default.h5
1 files changed, 4 insertions, 1 deletions
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index e75fd0ee53..97c3aeaf45 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -231,14 +231,17 @@ public:
/* MESH API */
- virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces) {
+ virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces, int p_blend_shape_count = 0) {
RID mesh = mesh_create();
+ mesh_set_blend_shape_count(mesh, p_blend_shape_count);
for (int i = 0; i < p_surfaces.size(); i++) {
mesh_add_surface(mesh, p_surfaces[i]);
}
return mesh;
}
+ BIND2(mesh_set_blend_shape_count, RID, int)
+
BIND0R(RID, mesh_create)
BIND2(mesh_add_surface, RID, const SurfaceData &)