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Refactored Mesh internals and formats.
-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES. -Removed compression, it now always uses the most efficient format. -Added support for custom arrays (up to 8 custom formats) -Added support for 8 weights in skeleton data. -Added a simple optional versioning system for imported assets, to reimport if binary is newer -Fixes #43979 (I needed to test) WARNING: -NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change. -NOT backwards compatible with 3.x scenes, this will be eventually re-added. -Skeletons not working any longer, will fix in next PR.
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@@ -5345,7 +5345,7 @@ void Node3DEditor::_init_indicators() {
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Vector2 ofs = Vector2(Math::cos((Math_PI * 2.0 * k) / m), Math::sin((Math_PI * 2.0 * k) / m));
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Vector3 normal = ivec * ofs.x + ivec2 * ofs.y;
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surftool->add_normal(basis.xform(normal));
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surftool->set_normal(basis.xform(normal));
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surftool->add_vertex(vertex);
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}
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}
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