private void controlRenderHardware() { offsetMatrices = armature.computeSkinningMatrices(); jointMatricesParam.setValue(offsetMatrices); }
private void controlRenderSoftware() { resetToBind(); // reset morph meshes to bind pose offsetMatrices = armature.computeSkinningMatrices(); for (Geometry geometry : targets) { Mesh mesh = geometry.getMesh(); // NOTE: This assumes code higher up has // already ensured this mesh is animated. // Otherwise a crash will happen in skin update. softwareSkinUpdate(mesh, offsetMatrices); } }