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Reimplement skeletons and blend shapes

Uses compute shaders, which only once, on demand, and all in parallel.
This commit is contained in:
reduz
2020-12-16 11:07:08 -03:00
parent c514cc5822
commit bf77016c8a
21 changed files with 868 additions and 117 deletions

View File

@@ -270,7 +270,7 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("sampler_create", "state"), &RenderingDevice::_sampler_create);
ClassDB::bind_method(D_METHOD("vertex_buffer_create", "size_bytes", "data"), &RenderingDevice::vertex_buffer_create, DEFVAL(Vector<uint8_t>()));
ClassDB::bind_method(D_METHOD("vertex_buffer_create", "size_bytes", "data", "use_as_storage"), &RenderingDevice::vertex_buffer_create, DEFVAL(Vector<uint8_t>()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("vertex_format_create", "vertex_descriptions"), &RenderingDevice::_vertex_format_create);
ClassDB::bind_method(D_METHOD("index_buffer_create", "size_indices", "format", "data"), &RenderingDevice::index_buffer_create, DEFVAL(Vector<uint8_t>()), DEFVAL(false));