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Reimplement skeletons and blend shapes
Uses compute shaders, which only once, on demand, and all in parallel.
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@@ -231,14 +231,17 @@ public:
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/* MESH API */
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virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces) {
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virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces, int p_blend_shape_count = 0) {
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RID mesh = mesh_create();
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mesh_set_blend_shape_count(mesh, p_blend_shape_count);
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for (int i = 0; i < p_surfaces.size(); i++) {
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mesh_add_surface(mesh, p_surfaces[i]);
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}
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return mesh;
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}
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BIND2(mesh_set_blend_shape_count, RID, int)
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BIND0R(RID, mesh_create)
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BIND2(mesh_add_surface, RID, const SurfaceData &)
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